I enjoyed playing this, although it was susceptible to overthinking at times. I kept recording the dates of the diary entries and communications...
The only bug I found was that the third surveillance entry could only be seen if you used lowercase letters.
For a more usable soul algorithm, try to build something similar to Cookie Clicker's Heavenly Chips algorithm. You can find it on the Cookie Clicker wiki. Souls should become substantially more difficult to get as you get more total power over all plays. You'll have to reduce your power projections, but you won't have to deal with a ridiculous number of souls.
I'm glad you fixed the initial algorithms - after 200 or so the more powerful minions cost less to spawn, which was odd. Right now, though, the cost ramp-up for the more powerful minions is a bit too steep. I'm not sure if it's reasonably possible to get titans to 400.
OK, I've been playing for a bit now. The UI update is good, and I've got a better grip on ranged strategy. I don't really see any downsides to this game any more. The ranger class is amazing, btw. Level up Rogue and Warrior to 5 to get it.
Great roguelike. You have some UI/accessibility issues - if the UI is small enough for the screen to be usable, you can't see how much XP a skill costs. My only substantive issue is that the balance appears to be skewed significantly towards ranged enemies. Some wide open levels are pretty much instant death due to being overwhelmed by ranged enemies.
I try to correct most UI issue (small update for the XP cost size). About the balancing, ranged enemies are hard in the firsts levels for some classes, and close combat enemies are hard for some classes in the later levels (try the fire golem :) ). The game is globally hard, but less than most roguelike.
If you have double jump, going to a new screen resets your jump. This makes it to where you can get over the hollow mountain from the left, instead of having to come up from below. Didn't make a big difference in the end, but in metroidvania games things like this can be game breaking.
I've really enjoyed this game so far. The one thing that I would suggest is to make the room gating system more gradual. It's kind of strange to unlock all four rooms before upgrading your hero once, and then having the next unlock jump straight to 100 decillion. More rooms, or slower unlock progress, would have made this element more interesting.
Great launch game, a lot of fun. Only real issue: this is one of those games where after a lot of upgrading, your ability to continue the launch is limited more by your patience than anything else. With fast recharging fuel, you can pretty much truck along at 40 mph indefinitely, provided you don't screw up and hit too many balloons. There should either be an ending, or it shouldn't be so easy to get back up to speed.
Pretty fun, although it is skewed pretty heavily towards item usage. You can't really go fast enough to outrun the red box, but with a good launch/toaster combo followed by a hit with the microwave when he catches up, you can probably get to the next area.
My biggest issue is that I bought almost all of the random box item upgrades, but I never get anything but stars in the boxes. This may be a bug.
Also, F appears to be cheaper than E (I've got 40 each, and the next F is 5 sext, while the next E is 10 sext), and E's orange upgrade is bugged. It's only displaying 2x when I've upgraded to 4x.
theres a reason the things further down the list get cheaper, orange upgrades arent working at all on this version i think, so i wouldnt worry too much about the bugged number
Interesting game so far. You need to check out your "X ticks to 1Dec" achievement, it appears to be awarding somewhere between 1 quintillion and 1 sextillion. Which then preempts all the other achievements. You can see the problem on your high score boards.
I would really appreciate a better mouse control scheme. In other words, either make right click fill in an "X," or make the cursor change to "X" while holding down a key. It's frustrating to constantly have to toggle the cursor back and forth.
I like this game so far. My only question is with the mining lasers. They appear to be mining a lot slower than advertised. My blazer core is supposed to mine 15/tick, but it looks like it's only mining like 2/tick. What's the deal?
the rock is also a factor, harder, more rare rocks mine slower, but pay more. so it seems like your making less money, but actually , you are making more, using less cargo space
I think you've got a conversion issue with the (B) display. For example, I've got 3,700kk money, and if I switch to (B), it says I've got 0. This should be displaying as 3.7B.
Fun game, but the output/cost of non-hyperdrive upgrades seriously needs to be rebalanced. I've currently got 3 hyperdrive upgrades, and have been spending billions getting the non-hyperdrive upgrades (17 so far). Even with all these non-hyperdrive upgrades, my hyperdrives account for over 97% of my output. Some balance would help here - all your interesting low-level upgrades are functionally worthless.
Yeah, I mentioned that in an earlier comment and that one is on me. The long story was I did a little balancing at the end to reduce the amount of upgrades needed and that tossed off the effectiveness of the early ones. I'm OK with the overall effect since it brought the game time to what I was looking for but I totally agree it makes some of them look worthless. I think with all the nice responses and suggestions I now have a bunch of good info for a sequel. I'd like to bring in a lot of the stuff people want (or as much as I can reasonably put in). Thanks much for the comment and the thinking! I'm glad to hear feedback like this! Best, -Tim
This game needed more testing. It takes about 5 minutes to reach the BF6 stage, where the FBI button glitches out. Also, the B/sec upgrade is massively underpriced relative to the B/click upgrade. Right now, it costs ~137b to upgrade from 128 GB/sec and ~251b to upgrade from a pitiful 8 MB/click. If anything, that ratio should be reversed in an idle game.
Good game, but somewhere around the time I upgraded to the school bus and added the mine-disarm and truck-capture equips, I lost the ability to capture enemy transports. My capture skill is fully upgraded, but I never see the skull symbol any more. This makes it impossible to complete the game.
I got very frustrated with the fact that you limited tank upgrades by (I assume) what stage you're in. I was already one eagle away from level 3 by the time I reached stage 2, and it wouldn't let me pick up eagles off the ground or buy more. I had 9k gold by the time I quit. What's the point of having money and upgrades if you don't let us use them or pick them up?
Fun little game, I enjoyed the unexpected aspects of the world. Only one glitch that I could see - in the first scene where he gets the backpack, turning quickly (by hitting the opposite direction key before releasing the first) puts his backpack on his chest. It was actually kind of amusing.
Glad you enjoyed the game! Now the third surveillance entry also works in lowercase.