Why the actual hell do you even have a limited play system? This isn't the sort of game where that works, you don't even have pay to win implemented.
The energy doesn't even last long enough to become interested in the game.
Rounds last like, 2-3 minutes, at the beginning, more if you don't die, probably. It takes half an hour to get an energy back, so you got anywhere from 10-15 minutes of play until you close the game out and forget about it completely in the next 30 minutes.
Possibly. I've got a bunch of projects going on atm which is part of the reason it's so broken and unpolished. I'm definitely interested in fixing it and maybe adding some new content in the future though!
Power start: Be a warrior. You have a bunch of units you can pick up later in the game so all you need from your starting unit is early game power.
Get the priest in the town square. Talk to the red mage to get the potions, then talk to the girl at the bottom of the map that gives you potions.
Sell some of the Hp potions until you have 100 gold then recruit the warrior in town.
Now that you have 3 people, a healer, and a nice stack of hp and mp potions, take the dungeons by storm.
Warrior is a good choice but you will miss out on some very powerful spells and abilities. I personally like the mage, wind slap really destroys those slow tanks
This is the most played game on kong this week and it's rating is pretty ok. Nobody asked you to remove it, they just want you to spell check and put some polish into it.
I can put it back up if that's what people want, I just didn't want to keep something up if everyone disliked it.
I had planed to do more work on it. Though it will take time.
Automation would be absolutely lovely. I despise having to upgrade every single unit as well as casting every single spell to reach optimal advancement. You can't even get to optimal advancement because of how many things you have to upgrade. By the time you go through and upgrade everything your first upgrades have already gotten to the point where they have a meaningful amount of upgrades to be bought.
Fixed! Thanks for the report. 25% was actually what it was supposed to be, and it was showing too high before. I've buffed it a bit from that, but it still won't quite be as high as it was before.
Also, what the heck is up with the wild variance in stats? Some of the enemies I fight within the same level take 10 hits to kill, some of them have an avoidance that's double my accuracy (a stat I'm putting a meaningful amount of focus into)
The enemies get a budget they can apply to stat points, with some randomization. Sometimes they choose to invest a lot into one specific stat, or neglect something important like HP. IMO, this keeps the fighting a bit fresher than if the enemies all had mostly fixed stats. I have reduced the amount of variance by a little bit this update though.
Focus is brutally annoying with how much you have to click to fill it. Please up the scaling on how much it's filled per click for it's upgrades. Even if there is something that boosts this later in the game, later in the game focus isn't nearly as necessary for progression as it is before getting to those potential upgrades.
So I actually enjoyed the concept behind this so I figured I'd throw a few kreds your way... but it costs 55$ USD to get all 3 BoBs and Goku. What the actual f*ck, dev? I could buy a real game with that kind of money, a real game that took hundreds of people thousands of hours to make. How can you -possibly- justify having such inflated prices on mere -upgrades- for a freaking no budget browser game.
Thankyou so much for your feedback. You absolutely right. We did a massive update and removed all those redundant things!