This game is a take on the idle game Theory of Magic.
It's a good start but would definitly benefit from a brief tutorial.
Also, like many Unity games, the game doesn't play nice on laptops or mobile devices.
This has been the most common criticism. I'm thinking of doubling the speed, but I'm going to get more feedback before making a final decision. I'll make a forum post for more convenient idea sharing.
Combining from Delta to Epsilon feels like a major downgrade, especially going into the second map where ennemies as super fast. Epsilon hits hard but is so slow that it can barely land one hit before dying.
@Drillur As long as the game is within view (meaning that if I scroll down to the comments' section, my CPU calms down to the usage it normally has), from the moment the game loads until I stop playing.
Okay, thanks! Looks like I'm a bad programmer! Lol. I'll try to fix it. I noticed that if you scroll up really high the framerate improves, so it may be related to updating the LORED ui
Something in your game makes my laptop's cpu (Intel core i7) goes crazy. Usually, it stays at around 15% cpu usage in other games but for yours it cranks up to 75%.
Some suggestions to make mathematics less of a pain to level : 1- get rid of the ridiculous multiplications and divisions, at least for low levels 2- auto-select all the text when the box gets the focus, makes for faster typing 3- Allow "Enter" to trigger the button when the textbox has the focus 4- Keep the focus on the textbox after triggering the button to minize the number of actions required per math solving.
You need to find a way to either lock scrolling to the game or remove some of the scroll bars you have in game. I have one for the inventory, then another one on top of it for the location menu.
Last patch seems to have broken mining. after patch, I could upgrade mining damage 20 times but my actual level had to be brought down compared to before patch to keep up with my refining level
@Htchkr, The discrepency between what is shown and what you receive is due to the fact that the UI rounds values but the game actually uses decimal values to calculate stuff. In the case you describe, you are probably actually receiving 8.7 stats per level or something like that. It is a misleading way to show game stats.
It would be nice to be able to see the skills of the monster being picked-up on the pop-up screen. That would make it so we don't have to go find it in the inventory to see if it is any good.
It would be useful to be able to re-see the tutorial for each room. Or at least to be able to see what benefit there is to have a cat stationned in it.
Found a bug. I was a very low health, like 2 or 3. Got a shrine that reduced my health to 0. Somehow didn't killed me. Got into a fight with a random critter. First hit I received healed me to full health instead of killing me.
Cool concept but there are a few problems.
Punishing difficulty : When you miss the main ball, you lose money.
Extra balls don't respawn but price stays the same. They are also same color as main ball so when you have to choose between an extra and the main ball to hit, you have to guess.
Paddle speed is super important but price increases a tad too fast to keep up with everything else.
This has been the most common criticism. I'm thinking of doubling the speed, but I'm going to get more feedback before making a final decision. I'll make a forum post for more convenient idea sharing.