The balls that chase you regardless of their position are a terrible design in my opinion. You should either have a way to avoid triggering them or some sort of counter-measure.
When you unlock the thief it says he won't take damage from the bosses' basic attacks while the warrior is alive... but that's a lie, he takes damage and ends up dead much before the warrior unless I upgrade his health/regen.
Hi, the dialogue did not say that he won't take damage from bosses specifically but I will correct the dialogue in any case to be more accurate. (changing to say that thief receives lesser melee damage). Sorry if the dialogue had confused you. Thanks for the comment.
Even after 0.06 changes I think the game still requires you to go into a heavily offensive build, going for a "stall" defense build with novas do not work. Also, considering the game is to be incremental/idle, there should be a reason to leave the game running in the background, it should get something increased with time. Even if just "starting" automatically a new run, and maybe keeping some upgrades.
I hate that going damage focused is the only way to go. I'd like to make a defensive build to stall a lot of cubes and then hope for that nova to finish a lot of 'em at the same time, but opponents will always outdamage our defenses. :\
You should think about the upgrade system a bit harder, I really dislike that after enhancing a previous piece, it's basically wasted money once I get a new one.
I wish I could see my character's information in a more detailed way. How much total critdmg% do I have due to agility + items? How much do I heal on kill? How much bonus % healing do I get from my vit + items? How much damage do I do exactly?
Hi, the dialogue did not say that he won't take damage from bosses specifically but I will correct the dialogue in any case to be more accurate. (changing to say that thief receives lesser melee damage). Sorry if the dialogue had confused you. Thanks for the comment.