It would be nice to allow clicking to continue instead of just space. Since you have to use the mouse to select options it makes sense to have one main input method. Also, after "You grab the shotgun and blow 5 mutant heads off. No ammo left in the shotgun. What do you do?" no options appear on the screen and neither space nor clicking does anything.
I know you are not updating this one but for the next one it would be cool if we could choose which piece of equipment to wear. During upgrades I would often buy multiple weapons at one time so I didn't get to see all of the effort you put in for each item. Keep the highest attack so it is just cosmetic.
spartanianMC you can click on village at the top and move some kittens to farming that should get you through the first few winters if you don't spent the 'nip wildly before that. After that storage has been sufficient with 1 farmer through day 105 for me.
The scroll bars work fine, but since my screen is much smaller than the canvas size I can't see the bottom of the game. So even though there are scroll bars when the list is too long I can't see the bottom the screen. It would be cool if the game recognized that my visible area is less than the default and made it so I could scroll the list more than the default. As it is if I scroll my window so that I can just barely see happiness at the top then steel is the lowest craftable resource I can see on the main window. On the workshop screen the lowest craftable I can see is parchment. Anything below those two and I have to scroll my window and scroll the game.
This is a nice game with good complexity. Too bad a lot of developers assume everyone has huge displays. On my laptop that means a lot of scrolling around. A quick check for display size would let you place the scroll bars more strategically for everyone. You already have the code for adding and use scroll bars, it would be cool if it was adaptive. My vertical res is 768 but some of that is taken up with browser stuff. Especially with idle type games I'm not going to switch back and forth between full screen for 5 seconds of clicking and 15 minutes of waiting. Great game otherwise.
It might not be. Canvas is a new HTML5 element so if you update it or use another browser like Chrome, it should work. Thanks for bringing this into attention.
Sorry but the screen size makes this unplayable. I know there is a full screen mode where everything fits on the screen but for those of us that like to play in a tab the scrolling around makes it impossible.
Perfectly understandable mdntblue, we are looking to implement functionality so players will be able to play the game with a smaller sized game window.
We are testin out a new screen size at the moment.
After the first few levels, clicking at exactly the right nanosecond to hit the one correct pixel gets boring especially given that the restart animation takes so long. It would be nice to have the levels use strategy as opposed to making it difficult by having to click perfectly.
I like that the developer responds to comments but it would nice to think about the complaint before responding. Changing the quality to low doesn't help with the fact that there is a lot of forced wait time, making the game take a long time to play. I'm in the 4th town and every boss I have faced is immune to ALL status effects, not just stun so what's the point in having status effects? (If you think this is wrong you may want to double check the code) I've tried every status effect spell I have on every boss I have faced and I always get an immune message. If you are worried about status effects being OP make them succeed less often on bosses but giving them to us and making bosses immune makes the fights boring (fire aura, ice, hammer, ice, hammer ....).
Thanks for the feedback!
But notice that bosses are immune to only CCs spells! (silence, stun,slow, charm and bash) but not to: (poison, fire, fire arrow, thorn,disarm, evasion down, and amplify damage)
Reason more than 40 party combinations... against a slow boss you could use a bard speed up your team and perma CC any boss if your other party member has a heavy CC and a speed gear.
Bosses have a special tactic each, is not the same to fight koji that to fight, richter, or dina or needle or zaro. not only because how you administrate your team pros and cons against each oponent, but because each boss has certain mechanic, and certain logic to be discovered behind.
Hope you enjoy the game :D
I really wanted to like this game. The concept is nice but gameplay is not well balanced. The combat is sooo tedious. Using a lot of traps helps speed it up a bit. However, a broken trap is a huge amount of grinding to replace that it is quicker to just hit refresh if more than 1 trap gets broken. Monster strength lags well behind the heroes coming in so they are not really a viable main line of defense. Would benefit from a delete option, monsters are easy to kill off but traps can only be replaced after they get broken. Also needs an undo option when digging. Once accidental dig and you pray you saved recently. With testing and edits this could easily be a 5.
great games. The only thing that is a bit disappointing is that after beating the campaign challenges and upgrading your abilities you can't use them on the the heroic and iron challenges. It would be nice to have a challenging mode where you could use all of your upgrades (other than repeating early levels that you beat without the upgrades anyway).
Is the problem with vertical scroll or horizontal scroll?