The slot machine is very tedious and counterproductive. Compared to simply fishing, it produces far less money and no exp. In the end, I doubt anyone would bother with the slot machine if it wasn't for the achievements. You might want to consider adding a small exp bonus to anything you win on the slot machine, or increasing the payout rate. Also, it'd be swell if the spins were faster, sometimes I can sit there for 20-30 seconds before they all settle.
Another thing I'd like would be to have a list of how much each payout in the slot machine is worth. It's always nice to have as much information as possible.
I suggest an infinite moneydump of sorts for top level players. Aka, something that makes sure that no matter how far gone you are, there's always something (useful) to spend your money on. Might be as simple as getting EXP/an EXP multiplier bonus for money, or it could be something far more sophistical. One suggestion could be something along the lines of feeding Pingy with something appropriate, each time costing a lot of money. That way it's a moneydump, but at the same time actually requires some input. If anything like this already exists I wouldn't know, since I haven't gotten very far yet. However, there's always good to have even more ways to spend money in games like this..
So, note to self - Never detonate a Nuke with electricity. An RPG is perfectly safe to detonate the Nuke with though, even if you're within a 10 feet radius from the Nuke!
Why is there a time-limit for your moves on Heroic anyway? It hardly serves to increase the difficulty of the game - it rather just serves as a point of annoyance for anyone who's a big fan of turn-based games, since a lot of them generally play them simply because they don't like playing games where you're limited by how quickly you can act.
Simply put, the only thing as for difficulty measures it promotes is the fact that it increases the chances of you making stupid mistakes by being pushed by a time limit (such as missing moves while deciding what action you'll take or not having time to check that +400% damage buff the enemy applied to itself).
Here's an idea: Add an option to reset your money and skill points spent, with a limit to prevent you from just changing it every level. Being able to reset once/difficulty completed might be neat. This feature would allow you to try a different approach and build without having to start over - let's face it, any weapon you start upgrading from scratch after having completed 5 difficulties already will be useless.
Well, this is just ridiculous. The sorceress is gaining +10 to both HP and Leadership while the Horseman is having negative gains for both Leadership and HP.
For anyone complaining about the gold plant, don't use it if you can't have your computer on for more than 10 hours. Simple as that. It's already plenty good enough as it is, right now you'll more than double what you paid to plant and fertilize it by keeping it on for a whole day.
If you for some reason cannot keep computer on all day then you should simply steer clear of the gold plant.
I first played this game when it had just recently gotten badges and couldn't bring myself to keep playing even for the badges. I got to level 29 before I spared myself the agony and quit. Now, a few years later, I thought I'd give it another shot, but there's just no way I'm getting those badges. I haven't played a game in ages that has been as frusturating as this one, and I've played *a lot* of games - flash and non-flash. How this game can be rated above 4* is beyond me.
I'm on day 15, making more than 30 millions a day with 7 floors. What have been tiring me out the last hour or so of playing is how much time I spend to promote/upgrade all the workers/offices I get or already have. I'm sure you could easily get past day 15 in less than half an hour, but because of the time I've spent frozen to promote/upgrade, my playtime is up to several hours. I'd really appreciate some kind of convenient way to automatically upgrade workers to the highest available level or similiarily.
I often felt like "losing" skill point drops when getting healthpacks when I was already at full health, which was very often. How about just letting the player regenerate 5 health after every level (adjustable) and make all drops from bases be skill points?
Critical Strike is a bit weak for a 4th tier skill. Each point will increase your average damage by 0.5%, meaning a 5% increase with 10 points in it. The tier 1 skill in the Duelist tree (Agile Strikes) increases your damage by 5% of your agility when maxed, which is likely to be more despite what level you are.. That is a tier 1 skill. At my level it's an aproximate 9.5% increase to damage, if you have a higher ratio of Agility vs Strength I suspect it lands at a 10% increase or higher.
Sinister Strike also seems rather weak. Considering the base of the rogue is around regular attacks; You have fast attack speed and high damage. Sinister Strike on the other hand has a set cd of 5 seconds and deals less damage than regular attacks. It's outmatched by Agile Strikes (Tier 1), more the higher your agility gets. Regular attack cd gets shorter while the Sinister Strike cd remains the same. Either the cd of Sinister Strike must be affected by your agility or you'll need to buff/rework it.
This game, or atleast the general idea around it has promise. However, this game had me bored after the first few dungeons, around the point where the anticipation around new unlocked characters were starting to die out. What was left after that? A steady grind of tedious and repetive dungeons where in the end, I was just repeating the same thing over and over. Sure, might be said that a lot of games make you do the same thing over and over, but they usually make it feel rewarding. Here on the other hand, unlocking new characters in the end just felt like...nothing special. I finished the game simply to make sure I wasn't missing out on any possible secret goodies by beating the game, but...
So, as I said, great promise, but the game as it is doesn't cut it. Fun for the first 5-10 minutes, after which it drops drastically for each passing minute. 2/5 in total.
Well, sorry to post again so soon, but here's another reason to why I'd need an option to rest after every battle. When I was questing now, I fight one of the monsters I'm supposed to hunt - killing it before it can damage me, and then I end up dying to the second one.