I encountered that bug when game didn't load too. When trying to save and reload, the game resets and starts over. It can be relevant that I closed the game with some stat going on at 48-49 points, or so. And there is another bug that at 50 the stats should be maxed, but the game doesn't block the progress bar and allows for stopping/resuming them. So maybe when crossing the 50 stat limit while offline, the game enters some undefined state and crashes.
This game has a nice concept, although it's poorly balanced and it's easy to exploit it. How? Just try to avoid any enemy that downgrades speed and see what happens when reaction time gets really low.
Hi. It seems to be a sort of common idle games, isn't it? Anyway, I found an exploitable bug. In the main screen, when one fails to beat a boss, he goes back to fighting minions with an option to fight that boss again any time the player feels strong enough. But when clicking the boss battle in the right moment, just after beating a minion and before another appears, the "won" status of a battle applies to the boss too, so the boss battle is skipped and the player goes to the next level enemies. That bug alone guarantees to proceed in the main battle without upgrading sufficiently dps or dpc
I liked the first edition of this game and I see You did a great work with coming up with more ideas for challenges. But besides, it seems You left unhandled one pretty obvious action - when the player hits a soldier with his hat and after that he dies (e.g. in water), then trying to swap positions with him throws an error.
As I dived deeper into this game I encountered another interface issue - thenumber of resource and structure types grows greatly, and since planets become slowly specialized, some of them become useless with time (on specific planets, of course). They still occuppy precious space on the lists and I'd like to clean up all of it, hide some buildings or resources, put them on some lists off-screen, or something like it.
This game is very well made, but there is some things I'm missing here as a beginner. First is an option to choose a number of active structures intead of none or all. Also, wouldn't be cool to see some graph viewing the flow of resources?
It's one of the better games of this kind I played since a while. Nice balanced so far, but there's one thing I miss - the ability to turn off specific resources production, not only for charcoal. Also it would be perfect to have the ability to adjust the number of working facilities.
A surprisingly nice little game :) One complaint is, there are too much unexplained shortcuts. Some help window maybe would be nice? Also, a bug found: after clicking RMB within the game window (e.g. copying export text) the Prestige button doesn't work anymore; refreshing the page fixes it until next RMB click.
Another interface related feature asking for itself - as for now every component is used only for one higher tier product. In that state lower tier icons could be grouped and hidden inside higher tier elements, manually or automatically, and could be seen on sub-field accesible by clicking that higher tier field. But on the other hand, maybe it would be more worthy to plan some more complicated component trees instead...
It can be definitely a nice and absorbing little game, but it needs more work on it, especially the interface. For example, who needs improved production of single components per click, when it's all about matching the production of every tree of components and multiplying all of it? Getting rid of that, You get possibilities to implement buttons directly on the icons in the middle field. For example buy once on the left bar, then that icon disappears and instead the player can directly click to upgrade the component. Or a "hide ingredient", so the player can make it's icon on the right bar disappear, when he uses it only as a component and doesn't sell any fraction of it.
Nice little game, that's sure. One might ask - what is the most dangerous thing there? No, it aren't these big, homing missile turrets appearing faster than You can shoot them. It's the view range mechanism making You almost blind when You get closer to the center of the arena. I guess the dev tried to implement the idea than at the beginning (small enemies, low fire rate) the view should be narrow for precise aiming and dodging, while later it should have greater range, but it just doesn't work right. Maybe implement the camera view score based instead?
Technically this game is made nicely; I didn't notice bugs. But any of the levels can be easily done with trial or error, or just cycling through permutations (which isn't many even for the later levels). So even if technically it's good, and aesthetically too, the game lacks something important conceptually. What would I suggest, is to add some bad (e.g. bombed) outputs, which have to be kept the same value all the time. Seconds is to come up with some level generation algorithm, which could build levels equivalent in the terms of difficulty (which will be probably super hard to implement) - it would cooperate nicely with the bad outputs. Also introducing locked (always on) inputs could help making more challenging levels. Also I spotted that due to the gate delays some hazards are occuring - maybe they could be used for something?
I don't know if it's just me, but the last Adobe Flash update did reset the storage options, and by the way wiped out this game's saves. It's not much loss to me, as I export my progress frequently, but I think this info can spare some trouble to at least one person.
Oh, I got another one excellent exploit involving that buildings selling feature. Take the Faceless, get the Territorial Expansion upgrade and enjoy an additional cash :) Similar thing with Goblins Greed, if one is lucky. And there doesn't come to my mind any reasonable strategy involving selling options. So - nope.
@ed169 because here are some guys lazy enough to prefer silencing people rather than taking some meritorical discussion. If You want to stay and write here, get used to it :) Anyway, You wrote about a "sell" button. But along with it there would come some problems, that had to be solved. Selling buildings - what with assistants gainned per their count? What with upgrades unlockable with buildings count? What with Druid Grand Balance, which remembers the boosted buildings count? I'm curious what else issues or exploits the players could use with such sell feature.
I see some of the questions and problems are returning, like that with Lightning Strike not making a building glow, or the imfamous lost save problem. Maybe it's time to build some faq and post in on the forum?
Yeah it would be cool and maybe i will implement it