Speedster levels aren't processing attacks right. If you have a level that's completely on farm, afk for 10+ minutes without a single monster slipping past, sometimes bumping up the speed causes you to suddenly start losing.
Beautiful game, but the interface is klunky. Why do I have to press item/skill/equip twice to select it? If I click equip, why do I have to right click before I can click skill? Why do I have to specify which monster to attack if there's only on monster? Arrow keys work to move, why does WASD not work? Why is keyboard movement so much slower than mouse movement? Why is there nearly a three second delay between selecting a monster to attack? Why is there no option to eliminate text scrolling? Why does the game require a separate click to skip scrolling for each individual line of text? After combat, "you're victorious," gold, xp, item drop...it's four mouseclicks just to get through all of that. That could all be simply stuck on on the screen at once and bypassed with a single click. Why is item drop put on a separate "page" of text? there's plenty of empty space to fit it all. Game presents very well and is lovely, but the interface could really stand to be cleaned up.
This would probably be a more compelling experience overall with a persistent upgrades system, incentives to play more than one class, and unlockable stuff. I realize none of that is traditional for the roguelike genre, but this isn't 1980, and players do tend to like these kinds of things.
Having to wait 3-4 seconds between attacks is pretty much a deal-breaker. Maybe it's tolerable at first, but watching these die rolls over and over is going to get old fast. Also, the slot machine/loot box style treasure chests are incredibly tacky. It's stuff in a chest. Just show is what's in there. This is a dungeon-delving game, not a casino.
I've been sitting here staring at the knight peacefully sleeping, purposely not moving to wake him up, for about 2 minutes. Bit disappointed that there's no secret from simply letting him sleep.
Monk damage immunity makes the late game trivial. Beat the game before I could even upgrade everything. Still had one of my original pitchfork peasants in my front row. Never found three of the artifacts.
It seems poor design that failing is such a useful way to easily advance. If you win every time, things get hard. Deliberately fail, and you can collect lots of gold to upgrade things.
Uhh, oops? I think I accidentally skipped the whole game. I got caught up in the money-making portion and never actually did any contracts. Quickly realizing that higher security systems mine for more, I afked for an hour and bought the WPA3 crack, and the very first WPA3 system I scanned was apparently the end-game one. Saw the readme, extracted it...game over. Pasted the binary into a converted to figure out I was just looking at the main menu, clicked load (in binary) and got the end game dialogue. Never saw any story leading up to it, have no idea what he was talking about, scores don't show me as having finished the story or reached either ending, but I'm sitting here looking at new game plus mode now.
Wow! How did you manage to make a browser game consume consume CPU resources like this? This is super impressive! I have a VR headset and no game in my steam VR library is as slow and laggy as this is. If that was your goal, well done!
Is the game supposed to look like this? https://i.imgur.com/MLfcAHI.png I have no icons, clicking on what looks like are supposed to be character selects at the top does nothing, how do I equip items? Are the three buttons below gold supposed to sort items? They don't do anything.
I don't want to kill the mother dragon. She seems nice. She's just minding her own business, ignoring me and enjoying her nap while it's the boars attacking me at every turn. Seems like I should be able to give her a baby dragon and be friends and live on the island together with snuzzly dragon hugs and cuddles and harmony.
Would you simply put all the shapes on the screen? rather than showing only three at a time and then reshuffling the one we select to the end? It's tedious picking a thing and then having to scroll to get to the same exact thing.
...d...o...e...s... a...n...y...b...o...d...y ...r...e...a...d... ...t...h..i...s... ..s.....l.......o........w...........l..........y...........? Seriously, the text rate is painful to watch. I seriously typed all of that and the game is still putting characters up one at a time up there.
It says miss 10% of the time you attack, or if you attack something that can't be hit (or nothing). So, either you're really unlucky, or you're trying to attack an NPC. The birds/seagulls are also not attackable.
Really weird that I'm "hiring" rather than breeding ants, and that ants "produce" rather than gather food. Weird that ants "work jobs" and that they're building nests out of wood. The flavor text for this game is totally wrong for the premise. It comes across like it was a totally different game and then you changed it to ants at the last minute without adjusting the text to match.
I dislike how production rates fall over time. Sometimes I buy several units of a thing over several minutes, and it's producing less than before I bought any.
End of the world scenario means "starts someplace else and hits you eventually" while the lower class outbreaks means "you neighbours is now a zombie". One checks for your immediate preparedness while the other looks mostly at everything related to long-term survival.
Far from perfect, but that's how it currently calculates it.
You can!! :D try playing again! (there's another option to talk to the dragon)