This isn't an exact copy. It looks like the dev tweaked some things by switching and adding items. The changes are good, and it's nice to have an English translation. The one thing I really hated about the original is the unfair enemies on the last two levels that ignored your defense and took health without warning you. Hopefully this dev changes that.
some people told me about this bug. It's already fixed!
Now when you run out of cards you win the game! there is a highscore about how wins more the game! and everytime you win the game will become harder and with more cards!
I hope you enjoy!
Lag is gone now. Good game, very diverse towers, but it looks like it's primarily biased towards range. Can't get any strategy to work past 30 except for snipers, which blows through the first 90 levels on easy.
Strange thing I just realized: It looks like the first red potion causes you to lose money. It uses four potions that sell for 750k, but only gives you 2m. I know that's not your intent, right?
Fun resource management game. You've done a lot more than you need to, though - moveable boxes, things flying all over the screen, individual tickers... You could have just set your resources up with "X/sec" counters, like Kittens game or Dark Room. It's also a little frustrating how herbs tick slightly faster than potions, so you get surplus even in efficient systems.
Thanks for the kind words. Tbh the movable boxes were the quicker solution compared to manually place them somewhere.
I changed how clicks produce new items with version 1.1.0. You don't have to wait until all resources arrived before you can click potions.
When designing control systems, you need to be aware that holding space will prevent most keyboards from recognizing 3 out of 4 critical arrow key combinations (down/left, down/right, up/left).
OK, I've been playing some more, and now the balance issue that's appearing is the lack of MP regen to handle more powerful skills. MP regen grows in a linear fashion, and MP cost grows exponentially. As a result, I've got billions of XP, but I can't level my priest's core spells because the MP costs are too high.
The balance seems a bit skewed towards boss damage. Beginning at 20, it looks like you just grind the previous boss until your warrior has enough HP/regen to not get 1-2 shot, blow through the next 4 levels immediately, rinse and repeat. Also, why does my warrior have less HP than my priest at the same level?
Hi, yes the boss is meant to be strong. However, I think we executed incorrectly and did not emphasize the bosses correctly. It was meant for mobs to be farmed for gold to gain upgrades which in turn allow us to fight the bosses. Then when at bosses, we are supposed to use different skills to fight bosses actively, like in a traditional game, maybe we can resurrect, rollover skills for cooldown etc. However, I think at some point we made grinding at monsters so worthless because gold just isn't worth as much as EXP, but EXP does eventually fall off when skills max out. So yes, the balance is problematic sorry :(
I don't know how people are playing this one to such high levels. By claim 40, the efficiency slowdown is crazy. The challenge levels are also impossible on the first playthrough, and the diamond and artifact systems are far too slow to be interesting.
You build up gold while offline. So say you are gone for 12 hours or a day or whatever, you will have a lot of gold when you come back, so you can level up a lot. That speeds up progress for awhile.
This game is not a metroidvania. You get every power up right before you need it, and never backtrack. Also, the game is extremely easy until the end, where it gets unreasonably hard. I spent 3 minutes getting to the final corridor and 10 minutes dying to the random stream of bullets and invincible enemies.
Your skill helper is bugged. Turning the auto-heal skill on quickly drains my gold, like 40 gold per second. It looks like charging the 10 gold doesn't trigger on the actual use of the skill, but on checking to see if the condition for use is met.
Weird... It's working fine for me. And it takes gold only when enabled, not on cooldown nad you have at least 10 gold.
@Edit
Found the problem with MalcolmB9 help. Fix will arrive in 5min.
Great mechanics, fun game. My only balance issue is that it's very easy to level up the passive skills like turrets and poison, but really hard to level up the active skills, orbs, and health skills. Since the actives are really panic buttons, you rarely use them. And since getting perfect requires you to not get hit, you're not leveling orbs or health.
Thanks! As for the balance: The idea for this game was that everyone can pick the skills they like! Spamming abilities proves to be quite usefull as I played through this game about 20 times to balance check every path hehe. Even Orbs are dangerously good at getting a perfect score!, Health is indeed not usefull for getting a perfect score, but it can get you further into the game faster to make the expgainage higher which in result lets you level up other usefull skills!
Agree, Thanks! Actually, those are the reasons we decided to make an English version! We did make the changes on the last two levels. ;)