Please severely decrease the amount of time between drilling recharges, having both a statistical limit and a timer is overkill. Maybe just have it always take 10 minutes or some such.
This is an interesting little game, my only real complaint is that towers have very uneven damage output and growth; right now, if I drop all my money on my tier 10 Golem, its damage will increase by about 8 ab. If I spend it on my Ice Giant, its damage will go up about 90 ab. While the golem is an AoE attacker, the difference is large enough that it's only useful to choose the ice giant. I understand that making formulas for numbers that get to this size is difficult, and I mean no insult when I suggest seeing if you can find a mathematics major to consult with. I appreciate your work on this, and do not regret giving you $10. Thank you.
Here's another thought: Base the amount of attribute points you get on a fixed number, like rank or rebirths, maybe with an ascension ability increasing it later?
don't worry mastery will be scaled in an increasing manner just like what I posted in the updates but a little higher, instead of 10% each LOG10 I tested it for x2 and seems okay, it scales fast after a few rebirths but gets really slow starting at billions and exp will be increased by 25% per level instead of 5% so I kinda feel the balance coming in together I just need to test it thoroughly so yeah plus a heads up to everyone, UI will be changed will post some sneak peaks in a few days :)
Any game that has critical damage as a thing you can increase winds up with that as the best stat, so if you want to balance critical hits as a thing, you might want to just rip that out entirely. I like this little game, keep up the good work.
I do like critical hits, I mean who doesn't :/ anyway since mastery required attributes will increase in future I guess that will kind of balance it a bit, I'm planning to increase exp needed per level as well currently it's 5% I'm planning to make it 50% that way crit will not be useless
Might want to put a cap on how many particles can spawn at once; more than one boxing glove on screen starts to slow the game down. Not a bad concept, do keep at it.
Necro swords kind of suck. Would it be possible to have them increase critical hit chance or damage by some small amount, or would that get too busted too fast?
Something's strange about the way scientists addition to quality is calculated. I came back after about 10 hours offline and had 12,000 or so scientists. Their listed value for increasing quality was less than 2000. After I killed them all, at 1899 scientists, their listed value for quality is above 35,000. Do the numbers somehow go negative at a point?
Commander, it's not the way that is strange it these scienitst. I think since they used the showers on Planet No. 111, they behaved very wierd. Maybe there was something in the water. After some discussion with your lawyers they happily aggreed to go back to work sober. Since I asked them friendly to work more careful they don't do experiments any longer. Either this was helping or the fact that some Special Forces threatened to ... talk to their families. As a result in the latest version (0.2.43) of your simulation the successrate is calculated much more predictable. Sincerely Corporal Tutnix.
It would be nice to have a way to spend crystalin on heroes to make them better. Improving heroes is slow compared to my ability to generate troops for an army.
I'm probably the only person that wants this, but it'd be neat if there was a way to reset non bonus shop stuff so you could collect cards and achievements again.
Not getting back units that survive combat disallows continuous play of the game, and having to hold back on how many units you use really weakens the spectacle of it, too. I understand it as a gameplay decision, but it's not fun.
Bounce doesn't seem too useful as it currently is; if the initial radius was larger, it might work better. As of now, it seems that most enemies are too far away for bounce to even activate at low levels.
don't worry mastery will be scaled in an increasing manner just like what I posted in the updates but a little higher, instead of 10% each LOG10 I tested it for x2 and seems okay, it scales fast after a few rebirths but gets really slow starting at billions and exp will be increased by 25% per level instead of 5% so I kinda feel the balance coming in together I just need to test it thoroughly so yeah plus a heads up to everyone, UI will be changed will post some sneak peaks in a few days :)