i can only make 100 gold every 15 minutes through silver conversion... thats 400 hour... you want me to get 3 million gold to get a single platinum which would cost me 312 real-life days, to get. without any way of shortening that time frame? like im at the point where thats the only thing i could possibly look forward to, is getting a platinum, that would take me 312 days.
and the auto fighting... i click auto and it fights x amount of fights every y miliseconds. Its still so tedious of clicker even clicking 100/sec which appears to work, is just too slow for.. zero benefit
food is very useless once you start accumulating silver, so much so that i am just sticking to being in the negative as i have no reason to go positive anymore, not even to level up my hero's attack anymore because the fighting mechanics promotes fighting hard enemies to build up defense. That way i can't loose and i farm the RNG.
A lot of everything in the game points towards spamming majority as knights. Fastest to spawn, Chance to upgrade, atk and amazing def. 1 mage 40% archer rest knights. 0 pally
Manually needing to sell the ore every time gets really annoying when there is no purpose for it other than money, so it should just be auto sold. damage seems to become really weird to the point where it seems like its based on a random number of clicks instead of damage until you get the damage boost ++ pickaxe, which then breaks when you buy a damage upgrade.. silly of me when im already 1 shotting everything...
when you start this game, just leave an autoclicker on for as long as possible. get as many lifetimes as possible. then its a huge grind of just farming 35/80 avg happiness.
The lollypop converts from the left to the right, and makes like 100x more money with 1 producer than blue. worth it. The far right 3 things are batteries you put under the hammers to increase its power storage, more max power is more it can produce. the 2nd piece is something that makes the hammer producer use more power, but also make more.
there is really annoying wall at 1500 meters. its annoying because when you die, you restart at 1000 meters and you fight like 5 doods that have 5 hp up until you fight the big guy that has 162hp and 112 attack. and the little doods give not much money. Its more effective to attempt a boss fight (and die) and restart at meters 0. because this way the guys at meters 1000-1450 have 50hp/atk and give way better gold.
fix side-to-side ball stuckness!! and when 4 rows spawned, it caused my ball to get pushed outside of the play area. in idle mode my paddle just keeps moving to the left.
The side-to-side stuckness should now be resolved with the new 'Paddle Magnetism' upgrade. About balls disappearing, that I will have to have a further look into. Thank you!
Game needs a way to skip early waves or make them better. It takes hours to reach a profitable wave and with this memory leak crashing its even moreso difficult to reach it.
Hey, just a quick fix but hopefully it helps until I can release a proper patch this weekend. You can either press the arrows, or hot key it. 0 (forward), 9 (backwards). You can also select the amount, 1x,5x,10x,25x,100x of waves you want to progress.
really should put a massive text across the screen saying "THE GAME DOES NOT AUTO SAVE". every idle game is expected to have auto save nowadays because its literally the point.
this dev has 5 games. 3 games are some flower game that are all the same, and now this game is a clone of his last. he says he re-released with fixed bugs, but i encountered a game-breaking bug in 10 seconds after spinning my spin to max, im at -200000000 somehow and im not staying around for hou... days till its back at 0.
Using an autoclicker i can get in like 15-20 upgrades queued up for the silver mine and it also puts me in the negative of money, But essentially makes the game so much quicker by me not having to buy treasury upgrades for the cost requirement etc.
The current state of the game needs a complete re-work on the combat system. It says its a casual game, but with the feature of losing resources, and your units when you get attacked causes many to think not. New players will spend all their time buying new units, then go idle so they can get resources just for them to come back a to getting hit by one of the top players and losing all their units they just bought, and the resources with them too. In other words, it is 'impossible' for a new person to progress this game more than a day.
There really is only about 30-50 active players, which means 30-50 active people you can attack. Attacking is the main source of income in the game, and i fear the numbers will only drop at this point. in a week the top players will have no contest over the others (as they already do) and if it gets really bad, a single attack could eliminate most of my units, possibly more than i can produce every attack turn and at that moment it is game over.
Hi mclama.
We are working on adjustments based on feedback.
Today we modified the battle casualties formula and the turns waiting to attack a player again, based on what you and other players said.
Hope this brings balance to the game.
Regards.
I change it once more. I will keep tweaking the balancing.