for a storing method in the museum i suggest you take the binary way, give every clove a number: 1 – 2 – 4 – 8…. (clockwise). this way it’s easy to see what type you’re missing.
for a storing method i suggest you take the binary way, give every clove a number: 1 - 2 - 4 - 8.... (clockwise). this way it's easy to see what type you're missing.
3/5. will be 4/5 if you increase the performance of this game. waiting longer and longer when buying troops depending on how many troops you already have kinda ruins it. + the combat should be much faster aswell.
dev, i suggest you leave this game as it is. work on this one without updating it or anything, at least not to kongregate and upload it again when it's finished. sure you can update it after it's uploaded, but at this moment the game can hardly be called a game. if you release it this soon, people are going to give 0-1 stars or 2 stars because they can see a future in this. if you look at what will happen once it's fully developed this way; people see a game with 1 star and probably won't even bother checking it out. but if you upload a new game you might gain 3-4 stars which attracts a lot more players
after you max out the clicks and the other 3 upgrades for money, you only have 2 upgrades left. but they don't seem to do much, you can have them upgraded and all but for what? this game needs more content
for the 25th quest: to get all the levels on 20 there is one thing you must know: country lvl = exp, so country lvl 10 gives 10xp for each cleared region. once you are able to do quest #25 you probably can clear the zones of each regions of at least Country lvl 50 in 1 tick, which is at least 50 exp per tick. cleaning the plagues won't even come close to that amount of exp/sec. if you reset a few country levels after your peak you should be getting the most efficient exp/sec for the entire run
the more defensive soldiers i make, the more defensive soldiers die when attacked. the more income/sec i get, the more barbarians will attack you. that effect is even worse with conquering castles. i can see some potential in this game but things like this really should be worked on
to go in further on my last comment; every lvl2 you buy gives your production a factor of 1.5x and every lvl1 is directly related to their production. if you have 1500 lvl1's and the next lvl2 costs 500, your production would remain the same. which means the best timing to buy something is when you have exactly 3 times as much lvl1's as your next lvl2 would cost
tip: your lvl1 production is related to your amount of lvl1's, so if you want to buy some lvl2, it's recommended to wait a little longer instead of buying when you have the chance
it's very nice if the game looks fancy and all, but it means nothing if the upgrades mean shit. the click damage doesn't rise at all and the heroes are squishy AF
Its not the same game, as statet in the alpha version: I updated the alphy very often and was happy for all the feedback, but now i wanted the game as a full game, so i made many changes and added a lot of content - I would have just updatet the alpha version, but because I can't change the title (remove the alpha) I had to upload a new game, to show THIS is a full game not an alpha :)
derrel, so first you're bitching and you turn out to be wrong, then you pretend you're smarter than the rest because you know something. what kind of pathetic creature are you
tamed dragons should have more purpose, right now you have your ''best 9'' and many more tamed dragons. is there a way you can ''sell/eat'' fully leveled dragons in return for a stat boost? this way your income of the 4 resources doesn't become obsolete and there isn't such a low cap.
the research/sec should have milestones with bonuses just like the vendors, it really drags down your progress. i was thinking about something like ''lvl 25 research - research twice as fast'' and the same with 50 and 100
Thanks for comment. Actually working in new content