This is definitely more along the lines of casual / resource management. Which as a concept for this is great. Markku had a definite point of the moving scenery being nauseating and also makes it difficult to try and upgrade your tools. Definitely need some work on some of the equations you are using for this.. as well as a few bug tweaks as far as functionality of resource usage, such as, Cooked Herbs that I apparently have infinite of as long as I have the patience to move 1 herb at a time. I would also like to point out that I had no clue that the Grab Amount was a slider... Clicked on it a few times thinking it was another bought upgrade. All in all 3/5. Great start, good concept, needs re tagging, Shows a lot of promise as long as you are willing to put in the work to clean it up and get it running a bit more smoothly. Keep up the good work!
I really appreciate you taking the time to play and comment! Ive been working on this in a vacuum for 5 weeks and it was time to get some real actionable feedback from players. I will certainly turn off the camera movement. put that option with a sensitivity slider in an options menu, for the idle aspect i was thinking of adding a buyable apprentice who can collect and refill for you, ill look into options. thanks again!
NVM I am dumb.. figured out the auto thing, just me not paying attention. Still loving the game. Thank you and again sorry for my temporary lapse of intelligence.
Just getting started with this game, right off the bat, I love the concept. only issue thus far I have had after roughly an hour was figuring out how to activate the auto. Not sure how you intended it to work, but it seems I had to click on the little grey auto button then start the processing. If this is intended I would like to suggest maybe adding different colors to show if it is on/off and maybe a tool tip or something in the game mentioning this. Looking forward to seeing what is in store later in the game.
Level 127. It has been a long, hard road. I have defeated thousands of monsters. My Allies fight beside me with great ferocity. Our trials have been many. There have been those who have come by and helped us along our journey. We have found Many great treasures but there is still one huge problem... I still have not found any pants to wear. Awkward? Just a little....
dual UMP's do need a good tweaking... takes me almost 4x as long to kill a boss with them than the HMG which is a bit backwards being as dual UMP's cost more and are higher up in the shopping list. I could understand the lack of damage if there was some other type of benefit such as pin point accuracy or SOMETHING that makes the weapon stand out in some way from the last weapon.
Yeah, I raised the firing rate to them up a bit, but I may go back and add something to them to make them stand out more from the single LMG, thanks for the feedback :D
Love the update boys. only thing atm that I think would be good is a button to mute zombies and gunfire. Aside from that. I honestly can't think of anything else short of w/e you guys plan to add for content or what not.
Thanks, We have added sound bars in the options, one for gun and grenade SFX, and the other for the rest of the SFX, example (footsteps SFX, zombies SFX,etc), I was thinking about adding a bit more, in a update, but for now I am working on another game.
Grenades do not seem to be very effective. It is hard to tell though seeing as you never really get a chance to see the explosion and it's effects being as you are constantly running to avoid being hit by zombies. With no health system in place you cannot even risk sitting there long enough for a grenade to explode to get a good concept of how well they work.
Not saying to implement a health system, just my observation. I like the fact that there is no health system. I still need to play more, but there seems to be a little bit of tweaking needed for the money/kill ratio. But that may level out more later on. I do think some tool tips or explanations of the different weapons and items are would be a nice touch. Give people a bit more visual idea of their progression aside from a new weapon model. Anyway, good job so far! will keep you guys posted the more I play.
The grenades kill the small zombies in one hit, and the big zombies only take like 5 or 10 damage.I did think people may not like the no health system as much, but we felt like it gives it a bit more of a realistic feel, because in real life one hit your done lol.The money ratio will work its self out, the handgun is a really hard weapon to use at first, but once you get a machine gun it gets a bit easier to start racking up money.Thank you for the suggestions and feedback, Also the lockbox really helps you start out, $50-$500 when you unlock the lockbox.Like I said in the comment below my computer went out on me 2 times while I was working on this game, and on top of that the file size was over the limit with quest mode in it, and I had spent a lot of time making the quest mode.Thanks for the feedback :D
Hey guys, glad to see you back in the saddle. So.. here is what I think thus far. I think it is great you combined horde style, top down shooters, with OVS / FPS. I have not gone through all the music yet, but so far it all sounds pretty great. SFX seem to be pretty spot on as well. Bullet spread is a bit nuts though. Combine that with the fact that bullets will not go through gibbed parts of dead zombies while they are exploding, causes a bit of a problem while you are trying to survive. If the bullets did not see the gibbed chunks as entities and flew through them it would be much easier to deal with the bullet spread.
Thanks, my computer went out on me 2 times while I was working on this game (makes it more difficult lol), Thanks for the complements, there is over 35 songs.The bullets do collide with the zombie chunks and that is one thing we are going to look into.and on to your second comment XD
Great game! Though I would like to see a way to filter through your units better. Kind of a pain and hard to click certain units when they are close together.
anyone else having the issue of ruins not showing up on the map anymore? used to have 2-4 pop up per map per colony, but since I built my first wonder.. have recolonized 5 times and each time have had no ruins at all.
maybe instead of just auto pathing, add the option to click where you want your troops to move.. it takes forever to win a battle later on because wizards and archers just run in place at the barracks vs actually backing up the melee units who get completely obliterated due to lack of support. takes about 3-5 tries before winning a battle due to this issue. aside from that, loving the game thus far.
Thanks for the great feedback. Just improved wizard/archer targeting in new v0.4d posted - try it out! And I'm looking into area/unit targeting for a future version.
Not sure whats going on, but my comp crashed and I lost my save in game, I have tried pasting my backup save and nothing is working. Is it my computer? I regularly copy the the backup code, but no matter what I try I cannot paste it into the game. plz help, bug or crappy comp?
Great start! There are a few issues I have run into such as item counts not showing or showing incorrectly, I.E. upgrades say I have enough metal to upgrade something but the resource screen showing 0 of that metal or a much lower count than what is required for the upgrade. Aside from a few small things, I think you have done quite well and look forward to seeing where it goes.
things are turning out great IMHO. I would like to see some way to earn perk points in this version so that I do not feel like I should play the old version just to try and gain more, then have to start all over on this version again. thank you for sticking with updates and community feedback. It is refreshing to see devs who listen and do their best to comply with bug fixing bugs and making more interesting content. Keep up the good work.
I think one more thing that may be nice, an option for a darker backround and different colored text... after a while the white kinda gets to the eyes. thank you for adding the totals for purchases, that was a huge help. Keep up the good work!
I will see what I can do, I can't promise it will come soon as I'm focusing on content update and fixing all other non-graphics stuff, but I keep in mind that a graphical overhaul is something the game will need sooner or later.
I agree with those who say it is quite similar to swarm sim, though seeing your feedback to other who have said this I look forward to seeing how you go about making this something more unique. I would like to see one thing however. I would like to see the real value of how many things I am purchasing including the multipliers rather than estimating using rough math. beyond that, game seems to function well and again, look forward to seeing what else you can bring to the table.
Upgrades/buying readability is one thing I want to address as soon as possible so it should be patched in a day or two, as for content patches thanks for giving me benefit of doubt, as I said I used swarm sim formula as a base but I want to evolve it in a bit different direction taking inspiration from other games or just doing stuff I always wanted to see in other idle game but couldn't find it!
so... I feel like an idiot... I am sitting here wondering if there are going to be updates to the game.. not seeing anything.. to realize I did not favorite the game.. *sigh* dumb, dumb, dumb, dumb.......
I really appreciate you taking the time to play and comment! Ive been working on this in a vacuum for 5 weeks and it was time to get some real actionable feedback from players. I will certainly turn off the camera movement. put that option with a sensitivity slider in an options menu, for the idle aspect i was thinking of adding a buyable apprentice who can collect and refill for you, ill look into options. thanks again!