There needs to be a "new GPS/GPC: XXX" in the skills you buy. Otherwise it's a guessing game to figure out which ones are actually worth getting at the moment and which are not.
This game... takes about 1GB of RAM. What. The. Fu*k? Also while loading, browser memory usage jumped all the way to 3GB for a few moments. What. The. Fu*k?
You need to let the players play with higher difficulty without beating the easier ones first (and give stars from easier difficulties if a harder one is beaten). Makes it possible to make the game harder by getting less money (as you effectively play less levels). Without it the game is just way too easy. You might wanna make hard harder too, +40% is hardly anything when everything dies so quickly anyway.
So... Fcking... Grindy... I suppose this dev jumped on the pay to progress train as well. The game isn't even that different from the previous games, so what the f*ck is with the greedy outline here?
I have to admit that there are still some bugs that I can't reproduce on my machine yet. Is this something that happens everytime, just once or randomly?
This game is much more enjoyable than the other similar games (like trimps & co). The beginning of the game is a bit slow and you won't see alot of very complicated things, but pretty much after your first dark ritual, you will start seeing alot of new things and the strategy starts playing a bigger part of the game. Every chest you open feels like you're actually getting something new and useful, unlike in other similar games where things have just been one infinite procedural upgrade of boring crap.
The whole concept of 4 different elements seems a bit forced here - all the spells are the same for different elements, the only real difference is the damage bonus from essences and the talent bonus (which btw sucks hard). The original spell idle was more complex than this - what happened man?
1) You can get to the finish just by taking the cursor out of the game window.
2) No mute = big no-no
3) You can get through obstacles by being really fast - you need to check for collisions for lines drawn between the dots as well (consider running the game at a higher FPS to get more accurate results)
There's something wonky in your physics with payloads. This becomes apparent when you drag a heavy payload and use pingu balloons - I actually go _faster_ without the balloons than with the balloons. Are you applying the negative acceleration from the payload with the ratio of player weight to payload weight as a multiplier? (That's not what you should do :P)
That's a known issue... (sorry) We're going to be working on the Kongregate save data instead of relying on Unity's some time this weekend. Hopefully will have that fixed for ya then!!
The reason for the boost increase seeming smaller after the first reset is because it is determined by the amount of new achievements you have unlocked - at first you easily unlock say 40 of them, but even with the bonus, it will be very hard to get to 50, which is only 10 new achievements as opposed to the 40 you had with the first reset.
That being said, I have to agree that the progression is way too steep and it is a very bad idea to design a tiny game like this in such a way that the player doesn't really see any progression after playing for a day until he plays for another month.
There needs to be a limit on how much stock you can keep at one time (base it on the progress of the player, like sum of the upgrades times level they are on), otherwise this game is more about the stock market and less about everything else - and that is not a very interesting game.
Same old, same old. Its a nice game to spend a while at, but very repetitive. Also, if adblock didn't block that death-ad, I would probably want to strangle the developer (this is the "rage mode" in this game, yes? :P)
The idea is very nice, however the game should go further with de-blurring instead of a huuuuge jump to clear picture after 4 clicks - the pixels clicked 3 times are too blurry to be helpful in any way and the next step is ridicilously clear. Perhaps make it so that the pixels wont get smaller after the 4th click, but just less blurry (1 or 2 extra steps in between) and the cost of clicking them open should be exponential instead of linear to discourage just opening a small area completely and hoping you hit an area that has very good hits of what the picture is about.
Very nice, 4/5. There are a few things that need tweaking though: Inventory space (let us choose to disenchant a weapon instead of picking it), Timewaster levels (let us choose to start from a higher level, say highest minus 5 or some such) and as with all tower defence games with experience: Experience division forces us to place the towers a certain way every single time, making different strategies useless (let original tower get 90-95% and take 5-10% of experience gained and divide it among all towers, or make it a talent for a tower [x% of experience gained from monsters hit by this tower is divided among all towers]).
Thanks, added =)