For levels 1-8, the trick here is to use every move to literally "wipe out" an entire color on every single move. This includes if you make a move that joins every single instance of the color you are "wiping out". You'll definitely need to look for colors that show up only once or twice and are separated only by a one other color.
Agree with the edges, another issue is the non-uniform distance we can shoot projectiles. Sometimes we can toss them a block distance away, other times it's a 3 block minimum. Sometimes the best solution is to go empty handed and take a risk of sucking in a turret just before it fires; nevertheless, retrying different solutions becomes tiresome when we have to continually change our expectations to that of the game's changing physics.
In the near-aftermath of idle, this game comes in with very little to offer. Like most games that are plagued with "good ideas not thought out all the way through", this game is no different. The repost/click, for instance, is an absolutely horrendous upgrade because by the time we can afford it, it pulls in FAR less than what it is worth and adds to the games lag. There's not really a finish, just a "restart, but this time you can buy more upgrades that literally do nothing but allow you to buy more upgrades". There isn't even an upgraded icon/skin that is available to be seen after x amount of upgrades, talk about being 2 years late to the craze over mediocre idle games.
Everyone else in the comments hit the nail on the head with this. This game needs some serious work. It seems like duplicate pieces are actually given a specific value that us users cannot see, so we may be right with our solution, but the game doesn't accept it until pieces are swapped.
Protip: The staff is WAY OP compared to dagger and sword. Start out with dagger, get a few skill points and branch out the aqua tree from Tidal Wave->Regeneration->Staff Mastery->Piercing Shot. Do it in such a manner that you unlock Piercing shot as early as possible rather than beefing up the earlier skills. Skill point distribution from is to unlock and max Soul Thirst in the fire tree, max each middle skill in each tree and put the rest in aqua. The game is easy peezy from there and you can beat the boss fairly easily, early to mid 20s on your character rather near max on sword or dagger.
I was hesitant to play past the car MBW 6M, but progress went through the roof and in a matter of about 2 days (past the MBW 6M) of casually playing I finished the game with 100%. Keep in mind, though, that there was a LOT of clicking to buy various things and the game froze a LOT when going back to make mass purchases of older vehicle types (super and perfect achievements). I can't believe I finished this game considering how crazy slow the progress was on the earlier cars.
I refuse to believe that catapults, carriages and ice phoenixes are immune to fire and that my attacks cause no splash damage. I also refuse to believe that people 1/100th of my size can withstand MANY of my fireballs, but I get hit by a few of their spears and I'm done for. This is the complete opposite concept of every other game I've ever played.
You should have different poses for the characters, or at least get rid of their flying animation (and set them upright) during the cutscenes. It really makes no sense that a character that is just waking up from being knocked out and is SITTING in a chair is leaning forward and has their jetpack on full blast. Early on in your coding career, it's admissible; but, at this point, it's just lazy. I'm not asking that you have 100s of different poses or give actual animations, but your cutscenes look as bad as the noob using photoshop that just pastes a picture into another picture (including that white background) and doesn't even attempt to make it look realistic.
Physics? What physics? I hit a motorcycle with a my nitro-boosting tank, it knocks my tank backward, the motorcycle slightly forward and says "Slam". Seriously??? I was really looking forward to using that tank.
I'm with HollowedHearts on this one. I've been playing this game since the beginning and have grinded my way to the Linnen 366X. Every newer car required the use of a newer sponsor to be unlocked. It gets harder and longer (by this I mean from a few minutes to a few days per newer sponsor/car) until you hit the massive wall that Hearts mentioned. The MBW requires TWO newer sponsors since the first one will lower the time from 7.4 BILLION years to 1,917 YEARS!!! This game needs a prestige system badly because it suffers heavily from exponential growth.
@JoyreactorMan, I totally agree. Our entire language is pretty messed up with how letters can easily change their sound with no real indication of how they should be pronounced. Such as "book" and "boom" has the same spelling except for the last letter, but the "o"s between the two sound much different. But, we've had this vocabulary for 1,000s of years, so it would take a massive effort to try to change this for the entire populace.
Adding to my previous comment, after finishing out the rest of the campaign levels, this game ACTUALLY has an ending! My character looks pretty sweet on that throne. 5/5
It took me a little bit to figure out the trick for this game. You'll want to follow Killzerz44 advice, especially the NewGame+. However, once you get to a "good" point, such as being able to attain ALL artifacts, play the current game to your near sticking point (maxed bosses you can buy...focusing on the demon, maxed rituals you can buy) go to the Castle on the campaign and just test out the attack with the demon, since on the castle it is the minion that doesn't the highest damage. Set the "hire" to max at the bottom right, make sure the "Rehire minions after attack" is checked, and disable the screen flash. If when clicking fast you see damages of 100,000+, then just keep clicking. It will take some time and is very much a lot of grinding, but you'll practically beat the game at this point since you can buy everything with the payout.
The teams are completely useless and bogus. Groupsky and Onyxvd, please understand this concept of the 1/millionth ROI on the math behind the teams. Say a player wants to have enough teams so they can receive the amount of fame per second they are currently getting per click (this is typically the first goal any player has in an idle game). In order to do this, the player would have to MANUALLY click the Race button ONE MILLION TIMES and then transfer all of that fame into the team!!!!!!!! One million clicks!!!!! At a fast speed of 10 clicks per second, that would be 100,000 seconds of non-stop clicking or nearly 28 HOURS of pure clicking!!!! By the time any reasonable player realizes they're wasting their time and invest into sponsors, the benefits of the teams they recently purchased just drop off the charts because of the upgrades to the racing, upgraded/newer cars.
I noticed one inconsistency with the hits/S and price of the Quantum Chip. All other purchases follow the same pattern where early on the top purchases are worth more up until a certain purchase point where the bottom purchases begin to have more worth. Quantum Chip, however, has an incredibly low value. So low, that it takes 6 purchases of the Quantum Rift before it becomes profitable to purchase a Quantum Chip. You essentially want to skip purchasing one item and save up to buy the next one...6 times in a row. Using numbers, the price of the Quantum Rift is 3.333 times that of the Quantum Chip, but it pays out 7.5 times that of the Quantum Chip (more than double the profits).
This game is a good idea, but is horrifically designed. Besides the no save, the upgrades are greatly underpowered. We only see the gold and combo multipliers every time we've added a spot for a new letter (1-letter to 2-letters to 3-letters, etc)!!!!!!! Seriously??? In the beginning it's good, but the rate they show slows exponentially and even then, they are underwhelming. Achievement bonuses are a joke. For instance, 7,000 words gives me 3,000 gold? I've earned 704,000 and have only unlocked 4,000 gold. I know that creating a game takes a lot of effort, but these are things you need to consider before releasing to the public.