This seems like a step back from the first one to me. Fights are incredibly slow, even after the alleged "speedup." The interface is awkward, training is an exercise in useless pretty graphics that just make things slow and annoying. Why would I ever want to only train a fractional amount of skill? Why do I have to click multiple times to train one thing? What's the point of having kitties get tired and stop? I don't see what any of this adds except nuisance value. The equipment filter options are nice, but implemented poorly. Why when I click an item type, does that item type not appear? What do the filter options on the left even do? What's the intended purpose of having both a page select and a vertical slider, and why does sliding to page two cause my page select options top vanish? It's not clear.
Upgrade system needs redesign. Looks like it takes a LONG time time get anything, spending dust on a slot machine to maybe get barely anything or maybe just lose everything, or spend days maybe weeks to collect enough dust o get maybe 2% upgrade...I'm either missing something or this game has an awful curve. Also seems like a lot of wasted opportunity. This could have been mining exploration, building ships, exploration...but there's nothing but completely generic click or auto mine mechanics. Go play other idle games. This is very bare bones.
The art an concept are ok, but the "click stuff until something happens" gameplay isn't fun at all. You've basically made a game that we have to tolerate in order to see some brief cutscenes of somebody messing up. I guess if you enjoy laughing at misfortune, maybe that's worthwhile. Otherwise...it's just a clickfest.
Fun premise, excellent presentation, smooth gameplay and animation, and generally very well made...but at its core this is an entirely generic, simplistic shooter with a lot of bells and whistles attached. All the delivery in the world can't change the fact that the game itself is basically boring after 2 minutes. You did a good job, but...I feel like an awful lot of effort was wasted. If somebody made 3d animated tac-tac-toe with quests, would that make it fun to play? No. It would still be tic-tac-toe.
Meh. Clicker heroes with an interface clearly intended for phones not computers, and written in unity solely for the sake of eating up cpu cycles. Nothing really to see here.
Hi there, thanks for trying out the game ... It's in Unity so it's possible to easily target iOS and Android and Web. Normally doing all 3 for this sort of game would cost many months and involve several different developers, this way everyone gets to play the game at roughly the same time and it's possible for a 1-person Indie game studio to hit lots of different platforms. The interface is pretty weird for the web, will be updating that shortly. Thanks again!
This isn't a roguelike and it isn't a dungeon crawler. It's a puzzle game where you have to carefully do everything exactly as intended and if you don't get the sequence right you start over and do it again.
I think I broke it. Built some stuff. Clicked some units. Now the game is spamming "Can't create this unit. Maximum unit available reached!" over and over. No more attackers are coming. I can still use menus, change game speed, etc. Just can't get any more waves. Stuck on 2/3.
[Bug] I can't open my house chest. It appears to be looking at my currently selected inventory item and using that to override the open command. But I only have hammers and wall blocks in my inevntory. With the hammer, it tells me I can't remove the chest because it has stuff in it. With the block it gives an icon with an X on it. I can't open my chest.
What's the deal with these floating mirrored bubbles that keep showing up and making it so when I click on one spot, the other bubble acts like a click?
Why are skeletons following us on our trip through the forest, stopping at fortresses as we go? Wouldn't they have a much easier time if they if they were just a little bit slower, and attacked the fortresses behind us after we leave?
Apparently there is no ending. When you conquer the last territory, she simply says that we're "one step closer to world conquest" and nothing happens.
Don't worry, we really are working on making the conquering very rewarding and the Queen's dialogue will be reworked to create a story of sorts as you conquer things. The game is 'complete' in a sense of it being like all other idles you just get more resources and repeat the processes to see how much you can get, but we aren't leaving it like this and will be taking it much farther. Thank you for playing our game! ~Taiga
Yet another mostly black and white, static screen idle game written in unity. Because it's TOTALLY NECESSARY for menus and number counting to eat up 50% of my cpu time. WHY do devs keep using a bloated 3D engine to make games that could be written by 10 year olds in GW basic? Do you also use the space shuttle to get from your front door to your mailbox?
I'm sorry if i made you feel this way, but as noted in the game description, this is just a quick test game for unity's new gui functions, and was meant as a stepping stone before committing myself to creating more serious 3d games using unity on kong :)
Takes way too long for a game that's so completely luck driven. Need to play 5 minutes even just to get the point where you find out if you get to be lucky or not. Five minutes...are you lucky? Nope! Try again. Five minutes...are you lucky? Nope! Try again.
Hi there, thanks for trying out the game ... It's in Unity so it's possible to easily target iOS and Android and Web. Normally doing all 3 for this sort of game would cost many months and involve several different developers, this way everyone gets to play the game at roughly the same time and it's possible for a 1-person Indie game studio to hit lots of different platforms. The interface is pretty weird for the web, will be updating that shortly. Thanks again!