Since we have a lvl-cap on our heroes the '+hp/+xp'-upgrade lost its value. You reach those max levels really fast with some items which gives bonus xp and then that upgrade just powers up the monster's health without giving you any benefit whatsoever.
Maybe a new upgrade-chain which transfers xp that is earned while you already have reached the levelcap into gold or shards would be nice. [like 'transfer 1% of needlessly earned xp into gold']
Hmmm. That's a very good point. At the very least, the +% upgrades need to be calculated in a different manner. Perhaps they would be more useful if they were calculated on top/after all other bonuses(such as items and level increases)?
presentation is nice, gameplaywise nothing new and too restricted [water].
It just feels like one of those hundreds of other "railroad"-pay-or-wait-"rpg"
@Cydira
I recommend you to activate your keyboard-mousebuttons [with something like shift+alt+num].
I already have 189k manually clicks... and I assure you I am really more of an 'idle' than active player.
I just wanted to say that I for one enjoyed all those big balance-changes. Yes, I nearly always had to scratch my entire build and start all over again. But it was fun to do so. And I really love the newest build. Thanks a lot devs!
I had a battery charger progress bar module which became a career exp module a while ago. So far so good, I really like the new module more, but:
It's a lvl4 module now which gives me 6 random career xp at a 6.5% chance while the 'regular' career exp modules, which you just buy for white coins give more xp per proc. lvl1 gives 10 at 5%, lvl2 gives 11 at 5.5% and I guess [didnt see any so far] a lvl4 would give 14 at 6.5%.
I am just curious if the modules which were transformed are supposed to be weaker or if its some kind of bug?
As far as i remember the developer from the game Grindquest was forced by blizzard to remove everything that was directly taken out of one of their products. So at least the icons of some of the skills could get you in trouble. Just saying.
I like the game so far. Those Frologs are cute :-D
Yep, I wouldn't be surprised to see those disappear at some point. Over time I would like to actually use original art if possible. I just don't have the time or skill yet.
Somehow my copper-ingot-button disappears everytime I upgrade my copper-armor and only appears again, when I smelt new copper-ingot. No matter how much copper-ingot [about 120] I still have
I really like this game, especially the upgrades. But some bugs are really, really lowering the entertainment.
Often the blood which is spoiled through slashes bugs out and just doesnt appear. The only bloodsource then is from dead enemies which really inst enough in some levels [those damn journeys!]. the "hagane kegawa" skill resets to level 1 after you die. I try to click as less as possible but it still seems liek the game queuing dozens of commands I am not sure I ever odered and my ninja ends up hitting, slashing and blinking chaoticly and uncontrollable.
As I said, I really, really like this game, but those bugs makes me rage quite a bit. And I am not one of the raging type...
upgrade bloodlust aura to get more bp. air combos and melee connects get more blood than the regular spray. if you upgrade brandish arts, their bp cost gets lower. don't spam them or you will really lose bp fast. time the sword skills as they can easily give the bp back to you if used correctly.
i think the kegawa bug is when you switch to lower modes. i'll fix this as soon as i could.
The mission-system is still pretty messed up. Its just no fun if you get a mission "run 1000m without perks in one mission" and right after that "run 1000m in one game", which also gives a higher reward.
I'd wish you would make those more challenging or time-consuming missions to achievements...
Has a lot of potential.
If you implement battle-setting pls make them saved as your normal setting. It is a bit annoying to switch the setting in every new fight like you have to in EpicWarSaga.
The Rookie-LvL-Requirements on higher-Tier-Classes seem pointless to me. I.E. If you need the fighter-class on LvL 2 to unlock the knight-class, you already have the rookie-levl on a minimum of 3 [needed to unlock the fighter-class]. So the rookie-lvl-req of 2 to unlock the knight-class is unneeded. I would like to have a higher Requirement there, perhaps Rookie-Class on LvL 4 or 5 or even higher. So I have to play the lower tier classes longer to unlock the high-level-tiers. And a persistant stat-bonus if you reach a certain level on the higher tier classes yould be very motivating. Soemthing like "+10% health on every class if you level the paladin-class to Lvl 20"
...
Anyway this is a great game and watching its minimalism and progress is very inspiring. I bet most players have some great ideas for some additional features (perhaps a title like 'prospector' which lowers most of your stats strongly but let you loot a crafting-ressource that you can invest to higher your blacksmith-chances?). And I want to thank you for giving us the opportunity to use our own imaginations, to let us think of great and bad ideas for the game :-)
That being said I hope you wont add to much more to this game. This game is fascinating because of its minimalism andd every new feature could be great in the beginning (I LOVE my pet!) but could lower the gameexpirience in the long run.
Great game! i never thought that an idle game could be so much fun.
A few things:
-I feel like the hero could have a few more HPs. Even with a HP-boosting Title, CloseCombat and LifeDrain-boni it is still pretty low. Speaking of LifeDrain: The Heal is way higher than my full HP. Thats not really satisfying...
-Reaching 100 balance costs really no effort therefor it seems like Meele's wont benefit from boosting DEX anymore, while all others stats still seem to be viable...
-boni/mali given by Titles are often nearly the same... Some other boni-mali-setups (i.e. lowering DEX for other great boni) would be great I think.
-If Titles would give you some small boni passively like some skills do it would be more motivating to achieve all those titles. I.e. 'the Strong' gives you an inherit '+2 to strength'-bonus.
Or all achievements give some small age- or LvL-related hp-boni. '+1 HP when growing one year up' or '+0.1 HP at each levelup'
...
Hmmm. That's a very good point. At the very least, the +% upgrades need to be calculated in a different manner. Perhaps they would be more useful if they were calculated on top/after all other bonuses(such as items and level increases)?