So fruit wizard alone got me to just under a million. The last spell, spell warp, gives you extra casts of your next spell per level of that spell, cast at the level of spell warp. I think I got to cast 120 or so level 17 fruit wizards, but I lost count. After 750k, the game starts breaking down. It stopped displaying readable numbers at around 4 million. By the end, my screen was just 4 madly flickering bars that sometimes displayed pieces of fruit. Now it's just 4 flickering black bars. I don't know how far my chicken will go, or whether it even matters any more
Most spells are useless. Use all force until you get Mine field, then start with Fireball and the rest Mine field. Game really slows down at that point, and the next level of spells (9) don't look much better. Not gonna grind to 11 at this rate.
I just started, and I can already see that you fixed my only problem with the last one - the fact that the enemies reshuffled after every fight. This is much better, and ends up feeling more strategic.
Yes, that could be possible too. However, popping most of the balls in this setting is not that hard (no real strategy necessary). As for creating long chains, there are ways to increase your chances.
Game should have an end. Got to 11 max level mobs, and it got too crowded to progress without just waiting around for higher level mobs than I could buy.
Visually, I like the update. Now, each picture doesn't immediately fill up with lower colors, leaving me to wait 99% of the time on the highest color filling in. That being said, the update slows overall progress, which is discouraging to players.
Nevermind, I see I have to spend half a million to make it actually work... This is really not the best upgrade structure. Like with archer tower/archers, don't make us spend money on nothing to unlock the ability to spend more money on something that works. Just make the upgrade the upgrade.
The easter egg was really hard to translate, because it looks like the cypher was intentionally misspelled. I think it says "Hopfly, sum day, sumwun ryds fis. Anyway faynks for playing"
Wow, impressive! I originally planned to have more messages and hide the letter chart in game, but I never got around to it. It is in fact not a one to one cypher, but a phonetic alphabet. Here is the full chart if you're interested: https://i.imgur.com/LPpf3L4.png
I was also lvl 13 savvy before the update, and now I need 1 million more savvy to level up? I guess it doesn't matter any more, because content stops at temple level 15. I never made close to enough water to buy the Frog, Dragonfly, or Sakura. You really need to work on scaling.
The most recent update broke my water wheel. I was at level 32 and 45 before the update, and the shop shows I'm now supposed to have 103k max capacity and 2170 wps. My capacity and wps are equal to the pre-update amounts, though - 580 and a couple hundred. And now the upgrades are too expensive to afford - 4.3M and 365k.
You shouldn't force the player to dive. If I want to grind a level, I should be able to. If you want to limit the potential progression in a level, then limit the available resources. Getting abruptly pulled out of level one after a single kill and immediately thrown into a boss fight is no fun.
Hi, thanks for playing! Forced whirlpools were designed to end a level for a player without letting it to grow beyond expected size. Letting players roam in a level would end up in a boring wandering as there is not much in levels for players to explore. We realize that was not the best solution, but we think it fits the theme of player destroying natives world. In future versions we aim to explain that to player in a better way as well as tweak values for level-end criteria so they don't feel as abrupt.
Critical issues: you need to show overall resources/sec, and what each worker contributes. Also, there needs to be an easier interface to assign workers to a task. It's much easier to have the tasks laid out with workers just represented as numbers, instead of showing each worker as an individual.
Fun short incremental, good unfolding aspects. This is also one of the only incrementals I've seen with a built-in purchase efficiency calculator, which is fantastic.
Lots of cool enemy types, but other than the hitman, nothing actually changes the core strategy required. Large cannons around the base, with a maze of small cannons. You won't have enough money to even complete a maze until the last few levels, at which point you can sprinkle some more large cannons in the gaps and/or upgrade them.
Yes, that could be possible too. However, popping most of the balls in this setting is not that hard (no real strategy necessary). As for creating long chains, there are ways to increase your chances.