"Hey shopkeeper - there's a bomb threatening your life - I need your key to save your life." - "Sorry, you don't have any money - I can't give it to you"
Why should I even upgrade the scrapper? The less TP I get, the more often my thieves can come back until my warehouse is full. This means I get more chances for masks. A game about hoarding TP but then punishing the player for getting lots of TP...
After playinga few round the first levels get too fast. At the same time making sure you choose the right path, use your skills, use your potions and compering skills AND sets of the items and picking the right one is just too much.
Maybe some 'slow down' rewards on the way could help. They could slow down everything - fights, cooldowns and the time bar. Maybe we cold be able to deactivte it like the auto-progress. That way we could use it at the beginning and have the original speed in the end.
Thanks for the feedback! Indeed I was trying to find a right balance for speed and progression. A slower mode could be interesting a help out newer players for sure. Normally I think it'd be against the game concept, but I like that you mentioned only have it usable for a few zones, maybe the first 2 sections only to get their bearings. Definitely a feature I'll consider.
The game is too short. I would suggest the differnet endings unlock a new questline and a new skill.
The ending Chef could unlock a questline about a cooking competion for the best chefs of all kingdoms. I'm not sure about the skill - maybe something like brewing or presenting food.
The ending Ranger could unlock a skill Animal Tending - together with a questline about only the Royal Ranger being allowed to take care of the royal zoo.
The ending Knight could unlock a skill fighting - and a questline about a war.
The new skills could then be used to unlock new endings.
Maybe I'm just not far enough - but it feels like there are no achievements for prestige. I think there should be some. Maybe for how often he player has prestiged and for how high the multiplier gets.
The equipment management is annoying. 1. The handling of items with two possible slots is a problem. Not being able to compare the items to both slots makes the whole compare thing useless. Plus we always have to check if this is a 2 slot item or not. Just remove the 2 slot items. Give us a weapon and a shield slot. And a ring and a bracelet slot. 2. The inventory is not idle-compatible. It's full fast and it's not fun to come back and comparing 33 items. An auto-destroy option would help for both problems. Auto-destroying everything that is clearly weaker tahn what we've got would help a lot. This could be toggleable - maybe even customizable. 3. I keep adding the values to see which item has the higher total amount of stat points. It would be nice to just see this total amount - and also have it compared to what I'm currently wearing.
It need some kind of rebirth function,that allows me to explore other paths of the game without completely resetting everything.
The equip systemis confusing. Why can I carry multiple of the type 'goods', but only one of the type weapon? Maybe give us specific equip slots instead - so we have one weapon slot and 5 goods slots. Then it would be clear.
Could you put the information which is the upgraded color for each tool in the tooltips? I keep forgetting - and when all tools are painting red I can't see which is the one with upgrades for red - but I would like to buy more of the tool with the red upgrade.
The game tells me that it would automatically try again after 10 seconds - but it doesn't I did watch the screen for about 40 seconds and it didn't try again.
Instead of buy boosts / upgrade blueprints / upgrade boosts please use own boosts / own blueprint levels / own boost levels. It's annoying if just after spending all my discovery to upgrade blueprints - and then a upgrade blueprints mission pop up. Feels like being punished for upgrading too soon.
Maybe you shouldn't call it an idle game when your main features don't support idling. The auto-collect isn't really an auto collect as it only collects as much as you collected manually before. Either just put all the generated alphas in our inventory and make the inventory unlimited - or let the progress bar for the alphas got up to 1000% or even higher - so that after idling one or two hours we have a few alphas to play with.
You can unlock many stuff that will improve the Idling, the autocollecotor and the autofuse. Anyway, even without the autocollector, you can leave the game idling farming materials and killing monsters and that will give you Season Points and materials to craft.
There should remain some motivation to improve the output of the first area when you are already in the second area (or even later). Maybe an option to buy some cards for a lot of gold.
We should get some XP for lost levels - so that we can keep trying a hard level again and again - instead of just farming an easier level. And there should be more rewards for reaching brilliant and for completing night missions. Maybe some extra XP for each star gained for the first time. Or mabe even a second upgrade tree, where you pay with the stars.
Thanks for the feedback! Indeed I was trying to find a right balance for speed and progression. A slower mode could be interesting a help out newer players for sure. Normally I think it'd be against the game concept, but I like that you mentioned only have it usable for a few zones, maybe the first 2 sections only to get their bearings. Definitely a feature I'll consider.