Why does the money needed for ascension change? It is quite annoying because then you don't have a target to aim for. On top of that, how it changes and why is not made clear anywhere. Sometimes it seems to go up, other times down. It really should not be a moving target, moving targets tend to frustrate people, myself included.
The game says you can get hit anywhere but the orb, but that doesn't seem to be the case. I've gotten hit in the tail plenty of times and still taken damage or died. The hitbox issues need fixed badly, bullet hells need to have easy to distinguish hit areas.
It would be nice to have a way to buy multiple buildings at once. Either key modifier (shift = 5, alt = 10, shift+alt=50 or something) or an input box that lets you type it in and set it.
My previous comment about the game being ridiculously easy to lag out seems to need some modification. I am still able to lag the game out at later levels/weapons/etc, but it is increasingly difficult to do to the point it is almost a non-issue now. So, there seems to be some kind of a problem when manually clicking while in the early stages of the game that are somehow lessened as numbers become larger (which seems backwards, but is nevertheless my experience a few hours in).
This game is ridiculously easy to lag out, locking up the whole browser. This should not happen and should have been very apparent with just even minimal testing. As such, it is an interesting idle game with nice art, but basically non-functional when you try to actively play it.
I generally quite like these type of games, but this one...meh. The art is great, the control is mostly good, but the gameplay is much too simple and grindy. There just isn't enough variety and skill offers very very little benefit. The fastest way by far to earn money is also to simply launch and reset over and over, the actual gameplay part offers little reward by comparison.
Ideas: 1) Cap enemy strength per world to allow grinding if wanted. 2) Purchasable mining locations with higher chances of better items. 3) Make level useful for something. 4) Rebalance: In a very short period of time, the game basically becomes unplayable, idle or not. Idle games should be playable for weeks or longer. 5.) More stuff: Upgrades, foes, mining stuff, investment variety (short vs long term possibilities?), Collectable, Unlockables, etc. In other words, give the player a reason to want to play once the initial quicker start is over.
Luck seems to be too influential to call this a strategy game. Beating it on the hardest difficulty can be determined by a handful of bad outcomes mid-game.
==7== Give a reason to choose to fight legions (and wanderers). High rare item drop chance, lots more cash, something. There is zero reason to do them now. ==8== Debuffs from special rooms are pointless after the first few player levels. Cure items become so ridiculously cheap all it does is force the player to click a few more buttons to clear them before battle. ==9== Do something with the font. 1 and 7 are difficult to distinguish, and its boxy/bulky nature makes it very difficult to read at small sizes. There is not enough blank area in the letters to help distinguish them. ==10== And once again BALANCE. This game is just horrible for balance in almost every way. If you did spreadsheets, your formulas are flawed, if you didn't do spreadsheets, you need to. Please.
==5== Make units matter. This is balance related. Right now, it is easiest to just grab units with highest hp and most ap for meat shields, then attack with the most powerful over and over. Make resistences matter so unit type/weapon matter. And make it very apparent to the user. Maybe sewers are poison resist, dungeon high slash resist, etc. Something. ==6== Just get rid of the high number of "areas". It is not casual game friendly, it is boring, it can be frustrating to lose a LOT of stuff, it is very inefficient. The ONLY reason to do high level dungeons, meaning most later dungeons period, is to clear it once for achievements or story, or for very hard to get items. It is vastly more efficient to just grind the shorter/easier areas fast with guaranteed reward and buy what you want when special shops pop up. Even on really expensive stuff it may be more efficient due to failure rates and losing all items without boss kill.
Lots of suggestions/bugs: ==1== Manual Save/Sync ==2== No online/offline sync. Some prefer offline and it shouldn't be overwritten. ==3== Relabel dungeon difficulty to reflect boss strength, not trash mob. It is entirely deceptive and thus has no relation at all to player level. ==4== Item balance. This just needs lots of work period. For example: Items that require expensive and hard to get material can be very inferior to items that simply cost a few thousand more with no materials needed.
Something is definitely not right with the balance of this. How is there a lvl 7 boss in a lvl 1 area? Do bosses scale with player level? If so, that needs changed to at least have bounds. I am literally stuck. I get one hit on the boss in the very first area after repeating it a few times to grind. If I keep gaining levels, but not better items, this will just keep getting more and more impossible.
You shouldn't have put this up yet, it is just going to ruin the score and then get lost. This isn't even in a beta state. Little content, horrible balance/progression scaling, no useful information on anything at all. I mean really, it is basically just a couple days worth of animation with selector and some near meaningless numbers thrown in. Alpha, beta phase uploading and testing is one thing, but this is just, well, rubbish, frankly.
I don't think I've ever been so harsh, but oh well I guess. Did you upload this like the day after you started on it?
Some serious issues: ==1==Ore/Star ratio: Might as well not have stars because there are always way too many. ==2== Gun/Missile Balance: Missiles are basically worthless because they do less damage over time and still focus fire so more damage is wasted.==3==Collection: once bins are full you can't pick up fuel or repairs, so even if you don't want ore/star you are almost forced to go back. ==4== Overall balance: It's just wonky. Getting to the last boss, for example, is WAY more difficult than the boss itself. You are almost forced to play with a certain build to win which make the modular approach seem pointless.
Well the point of the game is to unlock the conclusion of the story. That takes an incredible amount of resources. Play it as you will. =)