In addition to the game being casually racist, the gameplay in uninspired and not even well-executed, the upgrades are badly balanced, and in general it just shows no sign of having been playtested. It's very polished, but that's the only good thing I have to say about it.
An excellent play, 4/5 stars. Never played Monument Valley, but I'm fine with this being a clone-ish thing especially since the author makes it clear in several places.
The main thing that's keeping this game from 5 stars is the fussiness of the controls. The game frequently misinterprets what I'm trying to do, especially with the cassette, and the spinner and slider controls are very finicky.
I'm also not a fan of the "wanting to not be sad is bad" message of the story and its "transhumanism is bad" flavor, but that's pretty minor in a game like this.
Wouldnt it be easier to to use multipliers instead of percentages? "farm production x2", "clicking reward x1.5", etc. for stuff that adds a small percentage per some other owned thing (eg, gems, hall of legends upgrades), percentage in description is probably best, but it would still be nice if the parenthetical was a multiplier like "Hall of Legends production x1.75, and increase the production of all other buildings by an additional 0.25% for each trophy you've unlocked (x1.475)"
AI suggestions: When there are knights around, raiders that are not knights should not look for targets, and should instead simply follow the closest knight. When there aren't any knights around, on the raider with the highest health (randomly up tie) is designated "leader" and everyone follows her. When looking for targets, targets should switch if the original target is not yet in range but another monster appears closer than the original. If there are 2 or monsters in range, attack the one with the lowest health.
Another suggestion: reduce store prices. At first I thought they were orders of 10x too high, but now I think they are more like 2x too high too high.
Its a p nice game, but unfortunately the desaturated colors make it nearly impossible for me to play (im red/green colorblindish). maybe add a way to customize the color values?
The export function appears to be broken; from the looks of things, something somewhere along the way decided that the data was too long, and replaced a good chunk of it in the middle with an ellipses (3 periods, not the special character). I'm nearly certain this is the case, as the ellipses are in the exact middle of the data
Tips and idiosyncrasies: 1. The best crop is probably trees, quicker-growing, easier to take care of, and more profitable than most seed-grown crops 2. You can walk thru trees from the east and south, but not the west or north 3. You cannot walk thru doors or fence gates sideways 4. Farm animals treat doors and gates as solid, but monsters do not 5. The best way to deal with powerful monsters is to surround them with cliff blocks them 6. Eating/drinking restore stamina, so if you plan to work all day, don't replenish your thirst and hunger until you also have stamina to restore 7. Being cold/ill/stressed doesn't immediate impact gameplay, but it does add to your sickness bar over time. The sickness only impacts gameplay when full; I don't plan to find out what happens then 8. Platinum and higher hoes are hilarious
I disagree with everyone who says the campaign is not worthwhile. The humongous amount of money given by later levels is enough to buy an entire tier of rituals that would otherwise be beyong your reach—a humungous boost in gps and, therefore, souls per second. That's essentially equivalent to a permanent multiplier. The only complaint I have is that the 'rehire' function should attempt to rehire the minions to their numbers before the attack, instead of attempting to rehire them once
Some useful things I've gleaned from the code: the chance for many things, is equal to 1/(1000*(1-luck/(1000+luck))). This is item drop chance, legendary chance, and the square root of the materials chance. (note that increasing your attack and number of mercs will not increase the number of times it checks for loot, tho increasing the number of types of mercs will. Yes, this is kinda bogus.) Rare chance is 1/15, if it isnt legendary. Rats give 0 or 1 gold per. I have more if people are interested.
hmm. assuming that the pricing is exponential and that a rat has a .5 chance of giving gold, and disregarding items, the optimal number of golems is almost exactly 300 (300.628). But I'm not really confidant in that number until i can actually get a good reading of the damage:gold ratio
It would be nice to see more Fruit to my labors; I spent way too much time Farming. I can't even jump out of attack range, so my legs might as well be Stuck in the Earth. At least this game has no ragdoll mechanics upon death, I hate it when my character is like a freaking Vegetable.
The bloon research lab was originally working on a way to go off the Path, but when the bloon media found out, it was a PR disaster. The leader of the project was exiled to the Dry Land of Green Death, and her second in command took charge of the lab and developed regrowth bloons instead.
Should be fixed now, sorry about that