Damage buffs from idols do not appear to work as would be desirable. As it is, their effect appears strictly additive. Rather than acting in a multiplicative fashion similar to how buffs from the Lumberjack or Lion work, so far as I can tell they just add a percent of the unmodified base to the total DPS. The result is completely underwhelming and makes their effect on subsequent runs almost entirely non-existent. Gear and enchantments are the only meaningful positive effects that carry over, at this time.
My suggestion to improve later game is to add "Trapper" tech to the world 7 map. What this tech would do is allow you to hire trappers, which start off automatically capturing a new Trimp once every minute. Every subsequent world up to level 12 would contain an upgrade node to trappers halving the time it takes them to catch new trimps. By level 12, with all upgrades purchased, each trapper would catch one new trimp every 1.875 seconds. 100 trappers would effectively give the player an additional 53 trimps per second. I feel this would be a major boon to the current population hump that exist past level 8.
Healing is completely useless in this game, so either buff it a LOT or get rid of it. There is literally no situation where a heal will recover more damage than attacking will prevent, except for the rare situation where you have enough energy left and two characters lined up to act with enough damage to cherry tap the last foe and your first character to move is the healer. In PvP, it is genuinely less than worthless, which effectively means using in PvE is equivalent to shooting yourself in the foot.
Presently, the Warden faction is the supreme ruler of the game. They not only have the highest HP and Defense, but they are strong against the glass cannon Bandits and only weak to the useless-in-a-fight Scholars. The only people who can stand up to wardens are other wardens and some explorers. Over all though, a team of 3 wardens (all else being equal) will beat any other team.
All in all, I have to say that this is one of the more fair freemium style games I have found. While the drop rate boosts and shared storage are very enabling boons for payers, the lowest tier monthly option provides just enough to make a player competitive and for only $3. That is a very reasonable price point for this sort of "lunch break" dungeon crawling adventure. Kudoos to the developers. Once I get further into the game with my little magic knight, I may well decide to invest a little into the game.
Hmm, overall I have enjoyed this game, but with out any sort of "reset the world" option, it feel incomplete as an incremental clicker. Its all build up and no release, basically. After you finish off the dragon, you just keep going, with nothing to really show for it. With out he ability to reset for greater power, it just feels aimless.
I'm not entirely certain I understand the point of purchasing the inn. The mage more than heals enough to make your way through mooks with out a scratch, so what purpose is there in buying an upgrade for the sole purpose of healing between areas? This is especially dumbfounding when you consider the lack of auto-progression.
Okay, no. I can't stand random pattern shumps. They are just infuriating. The fun thing about shumps, despite how frustrating they can be, is that you can figure out the pattern and "master" them by finishing a nearly impossible battle with out a scratch. All of your bosses rely heavily on random movements or randomly alternating firing patterns. Okay, I get it. You have HP and upgrades to make up for that, but the balance of money is terrible. I get one boss further and the next round of upgrades costs nearly twice what I make a in a run EACH? I am basically being forced to focus everything on damage just so the ridiculous grind is more stomachable, as passing most bosses with out taking much damage rely entirely on killing them before they can launch an unavoidable combo.
Yeah, really lost interest around the 4th pinata. I was expecting maybe 30 minutes of fun and colourful but mindless entertainment, like the last two games, but I have been hitting this bear for 15 minutes now, and the last 8 have just been saving up for the chain saw. I am over this.
Well that was fun while it lasted. I mean that genuinely, too. I got to the point where I had a very nice heat exchange set up, with plenty of fans and batteries to keep me happy. I got a little too greedy with the generators though, and wound up getting a 3.4k heat spike right to the reactor. Lesson learned: Always have more shielding than you think you need. Cost: One $500k set up.
Could someone clarify something for me? If I have 1,000 max energy and 100 energy regen, would the 2.5% energy regen skill result in gains of 25e/5sec or 2.5e/5sec? Would be nice to know as it is would either have 6.25x efficiency versus the fixed rate skill or only about 0.5x efficiency in this situation. Sort of big difference.
Yeah, this game has some serious balance issue. First thing that comes to mind is main-hand items. The only stat on them that matter is attack speed until late game for assassins and sorcerers. Honestly, damage boosts from gear NEED to be percentile. Also, what is supposed to be the point of a survivalist class, like cleric? Sure, you never die, but you never make much money either.
Really good game, with a surprising amount of depth to it. Only issues I have are the late game imbalance, the poor choice of font size, and the fact that subclasses don't advertise their perquisites (why?). UI scaling doesn't help the font issue, because it just means the text gets cut off for more complex items. I would also suggest doubling, maybe even tripling the damage done by elemental weapon effects on two handed weapons. There is no real reason to use them, so far as I can figure, as they barely do more damage, are slower, and have lower hit chances.
I hadn't thought of it, but what Kusand says about offline mode and the game being "other tabbed" when it finishes loading being correlated would make a lot of sense. I have had offline mode fail on me twice, and both times were when I just booted up the game, then went on the check my e-mail real fast while it loaded/played through the ads.
Maybe check into that? Maybe hold off the calculation till the game recognizes it is in tab (if that is possible)?
As a follow up to my previous comment, here are some quick suggestions on how a sequel to this game may improve upon this basic set up. 1) A range of shop upgrade. Examples include upgrading investments, upgrading the strength of a specific potion, upgrading the rate potions are brewed, and increasing the number of pots available. 2) Redo the drop/gear system. How about instead of luck, we can spend some gold on improving our tools? Give us a Knife, Axe, and Pick that we can upgrade to increase the rate specific mats drop. Furthermore, we can have an option between leather or metal armor from very early on, letting us decide whether we need more Dex/Speed or Con/Def. 3) Stats should not be auto placed. Instead, why not have XP funneled into stats? Put enough XP in a given stat, it increases as does the XP needed to increase it again.
This game is over all a little disappointing. The lack of options with how upgrading is done is really discouraging. Part of whats great about modern idle games is upgrading little things, ad lib, and finding out how much of an effect they have. Here, we are at the mercy of the RNG when it comes to upgrading gear and have only one predefined path for all other upgrades. The fact that stat growth is completely dictated by options you made before you even started playing is also a big minus, as it means a poor start translates to a poor end, with said RNG based upgrading only adding to the problem.
Unfortunately, it would appear the game only saves when the browser is closed. Had a brief power outage a little bit ago while the game was running and I have since come back to find my 500 some investors 3 days of progress. Alas. I will be sure to check the game out again once it receives a few updates. Hopefully this particular bug will be resolved.
Just a small suggestion, but how about if the names of the various investments changed with each achievement you earned for it? For example, upon purchasing 25 'Lemonade Stands', the business would become a 'Frozen Lemonade Stand', followed by a 'Lemonade Brand' at 50, 'Lemonade Bottling' at 100, and so on. It would be a pretty small cosmetic thing, but I think it would be fun to see our little investments each eventually becoming massive conglomerations in their own rights.
To the people complaining about the base damage upgrades being only one gem at a time, take a hint. It is a completely worthless stat by the time you are idling in the 3rd island. It really does only ADD to your damage, with no multiplication involved. By the time you are half way through the 2nd row of weapons, 1000+ damage upgrades isn't going to be worth anywhere near 5% of your damage out put. As such, just used the multiplier and crit damage upgrades from then on.
You will get auto-progression when you defeat the first unique dragon!