Oh, and should add upgradable fortifications to the village would be great...archer towers shouldn't be difficult to build with all that wood and stone hanging around. Walls, moat, drawbridge, catapult with stone ammo all fit neatly into the stone and wood supply
Suggestions: Have foray button providing 10 different areas to clear for random loot (items, perhaps?) give areas unknown (but not random) difficulty so the player has something to do with all those troops idling about. BACKSTORY: A jealous king sends monsters to attack a successful guild of lumberjacks and miners. This game has loads of potential and most importantly is *fun*. Every so often, send a *BOSS* monster with warning in advance (reports indicate gigantic beast is approaching the village!) Keep up the great work EE!
As a long time Kong member, I must say this is the most addictive game I've come across since Gemcraft Labyrinth, it's that good. For a pure numbers/idle game, nothing beats this, not even close.
Pros: Love the background, music is good, concept is solid.
Cons: Lack of content, very generic Galactic Civilizations sounding names, lack of personality, I find the build screens bulky and irritating.
Suggestions: Have a home base planet, terraforming and other growth options, a "Halt Mission and return to Home Planet" button for strategizing on upgrades. Have a mission count number of enemy spacecraft remaining and 'boss approaching' indicator. Offer different races of aliens, no need for graphics even, just give some variety. Offering serious strategy options where the player is rewarded for shrewd moves would separate this game from the general idle riffraff. Keep trying Dev!
Interesting suggestions, i have a lot of plans on adding strategic choices. Now i want to concentrate on features/fixes that are interesting and fast to do( up to 1 day). Some big freatures could take up to a week (~20 hours) and they require programming, drawing and design => later versions.
Super fast walking speed and bump into people to talk without having to hit pointless extra buttons...no long winded tedious back story with enough pointless text to make my eyes glaze over...start mere steps from the cave entrance, shopkeeper deserves businessman of the year award for setting up conveniently inside the entrance, and best of all....Enchanted Cave 2 gives you wiiiiiings!
This has potential but needs to be polished. Released too early IMO. Equipment, skills and stats pages need to be redone. Controls are counter-intuitive except for character directional controls. BGM is ok, could use more variety, loops quickly. BGM on battles is awful.
Thanks Undefined, for all the work you put into this. I'm really enjoying it, I'm an old-school stats hound. Could work in some non-linear story lines, side characters who might join your 'companions' party. Central town with areas to explore (market, sewers, underworld, palace, et al) Keep up the great work!
I would like to see a "SKIP" button after the mall closes. I'm sure most players build after hours (as do I) but after you are done building and analyzing sitting and watching the repetitive and pointless evening pass by is a waste of time. And no, chasing $10 coins does not pass the time. A "SKIP" button on mall close would be great!
Interesting suggestions, i have a lot of plans on adding strategic choices. Now i want to concentrate on features/fixes that are interesting and fast to do( up to 1 day). Some big freatures could take up to a week (~20 hours) and they require programming, drawing and design => later versions.