The game very quickly turns into a waiting game for the slow fleet fights. There really needs to be a way to search for higher level battles than one over the one you won. Perhaps make that maximum increase by at least one per ascension?
So... We kill stuff and then the "bosses" drop cargo for us? I think the guys we're killing are defending the transports and we're the pirates who are stealing all the cargo.
For those with grind problems: Most of your runs will end up with you getting pretty much nothing (a few k's of gold perhaps) and those runs are not what progress you forward. If you play properly and get a bit lucky (items & max armor / health are everything, aim for rares, try to get as much experience cards, position fireballs & lightnings properly before using them, time using bombs properly, memorize the board just before the boss comes just in case, etc.), you will be easily getting runs that net you 10's of thousands and where getting forward is relatively easy. In other words: Treat your runs as if this was a dungeon crawler where most runs just don't succeed.
Bosses need timers (20-30'ish turns?) of some kind so you can't scum at a low level boss. Definetly needs a "This action will likely kill you, continue anyway?" dialog for suicide clicks. Progression is annoyingly slow - instead of tens of thousands of gold, new classes should require something else to unlock (that while hard, would not be so tedious and grindy).
Other than that, it's a nice concept for a game - keep developing it futher and you'll easily have something you can sell on steam for a pittance.
Sometimes the whole panel of tetris shapes is dragged out of place, the only fix being reloading the game. Reloading the game on the other hand allows starting decrypting all unlocked 'nodes' at the same time (as long as you dont pause the one running).
Yes probably both would be a good idea. Skip button is easy./ Subtitles are a bit more work (especially seeing as the videos as placeholders) - but it is definitely fairly high on my priority list. Thanks fo the feedback.
It's unbelievable that such a simple game can be made so cpu intensive, and it's unbelievable for how little you think you can milk people out of their money. You seriously deserve to disappear from the gaming industry.
Thanks for the feedback, multifails! I apologize for the inconvenience, this is an issue that others have also reported, and it is still being looked into. It is not an issue I'm able to recreate on my end, so it has been a hard problem to troubleshoot so far.
Manual gathering of crystals feels like a tedious micromanagement thing you need to do if you wanna get as far as possible and makes it harder to take advantage of 5x speed. Even if manual gatherin is not that effective in the long run, it creates an anxiety if you are not doing it - as such I do not think it is a good mechanic for the game.
This could be a good game, but it doesn't even give the player the basic information that is needed to run the grid properly, that has to be learned through trial and even after knowing what to do and when, the player has to do all of it manually, every day.
Karma income calculation doesn't seem to be balanced. Resetting and getting back to the same position you were in befor ebuilding & buff wise should get you to a point where you are making at least the same amount of karma per second, but after the reset it seems that getting more karma becomes harder (I'm way past where I was on the first reset and have zero karma income, I had thousands per second when I reset). It's fine to make it a little bit more difficult as long as the difficulty mod is not higher than the karma mod, otherwise resetting is counter productive.
Prestige system gives you skill points and souls. Prestige point is just for display at high scores.