The ramp-up on the small chest cost is enormous, and the reward is low. Clicking is much better than idle, and autoclicker is required to progress at all. One of the resources in the tundra (coal in snow?) isn't even recorded.
Thanks for the feedback! We have made huge changes to the game in V3 and in particular we have completely revamped the Chest system. Please check out the new updates and let us know what you think!
It seems like your calculation for losing scientists creates an all or nothing result. So I either keep all of them or lose all of them. I don't think that was your intent. The chance of loss should be calculated for each scientist individually.
Commander! Those stupid scientists again. I told them to be carefull and not to smoke inside the TNT-depot. This never was intended, of course. I'll take care about them. Sincerely Corporal Tutnix.
I also got the impression that prospector training had no effect, so I saved money and leveled it from 15 to 25 all at once. It made no difference whatsoever.
Good idea, but a lot of bugs/lag/memory leaks. Created a couple levels that appeared to put the exit on my spawn point, which sent me straight to the next level. Started to spawn unhittable enemies after a while.
I've started to detect a strange trend around 300. It looks like the cheaper structures actually start to get more expensive, except for the hut, which is about half the price. This is strange in an incremental. Are you sure your growth algorithms are calculated correctly?
You don't need to use space as your fire key. On most keyboards, holding space disables the ability to press up and left at the same time. So that messes with your ability to control your ship. The alternative (WASD + space) is unwieldy for the player.
That's new. thanks for the info. I fix it.
Edit: I can´t reproduce it. For me, they work just fine.
Which browser are you using ? And since when does it happen ?
Mage, damage/armor/health. Amusingly enough, it's a juggernaut build that isn't reliant on RNG. Feels more like a knight. Or a JRPG final boss with massive damage and multiple health bars. Hint: armor is great. Armor takes reduced damage, and you take 0 health damage until the enemy's attack is greater than your armor value.
Instructions need to be more detailed. After struggling through for a few games, I figured it out. It's a fun game, but you need to help players with the learning curve.
Lame excuse: I mostly made it for existing Shenzhen I/O players, who would already know the rules. That's why I skimped on the instructions (they're better in the original). Glad you figured it out though!
When you get hit, you lose a bit of health and all your powerups. The problem with this is that difficulty is set pursuant to your level of powerups. This means that when you get hit, you have to grind your way back up to your previous level of difficulty. This takes forever, and since it's easy to dodge the bullets until the highest difficulty (which gives you health power ups) the game never ends. I had to kill myself to stop it.
Doesn't appear to be an end after defeating all castles. You need to change your barbarian algorithm. Outnumbering them appears to make no difference - in fact, I think I lose more soldiers if I have more. It's also dangerous to be able to buy yourself into a hole - buy too many soldiers, and you won't make enough food to be able to afford more food structures. I ended up killing all mine off at one point because of this.
The current state of the game appears to result in 90% of your guys sitting around on 12 and 14, while a trickle of wizards and dark knights try to solo 1-5 and die. Please eliminate the required exploration missions.
Buy nothing but daggers, scythes, swords, and maces. Everything else is inefficient. At 500/390/220/100, they're all about twice as efficient as a shield at 20, 5 times as efficient as a spear at 10, and over 10 times as efficient as anything on the right side at 1. The scaling on production times for better items needs to be brought down drastically to balance this game.
This game needs some balancing. First 45 levels are a cakewalk with no strategy or maze, just building and upgrading machine guns 4 at a time. Level 46 then obliterates you with no warning.
The price curve on the clone factory is still bugged. At 50, buying 10 costs 1.7 quad, and at 50 surveillance (one step up) buying 10 only costs 232 T. The factory should be less expensive, not more.
It's designed to be the bottleneck of the game. In the early game the last tech (Multiversal) is the most expensive, as it should be. But then, the price of the Factory rises quickly and eventually surpasses all others :)
Thanks for the feedback! We have made huge changes to the game in V3 and in particular we have completely revamped the Chest system. Please check out the new updates and let us know what you think!