You...are...a...GOD!!! I have to thank you from the bottom of my heart for this magnificent game. I used to code in qbasic back in the day, and I never could get the hang of any of the newer languages, until I found this! My suggestion for you? Add a donation box! Work of this caliber deserves to be recognized, and since I can't rate any higher than a 5, or play it at least once a day to ensure it is getting hits, I strongly feel you should add a donation box. I for one, don't even care if nothing extra comes with it, I will gladly donate kreds to the continuance of this project, as I'm sure most of the other Konger's enthralled with it's teaching effictiveness would. (Cont)
Thanks for the nice comment!!! It means a lot to me as I did put a lot of time into this. I hope to add a donate button within the week. I need to figure out how to get the game to work with Kong's "virtual item" API. I'm glad you like it.
(Cont) Last one, I promise. I'm not sure what Secretium is for, but I would love to sell the crap out of that stuff so I could purchase upgrades.
There are definitely some good points to this game. The graphics are smooth, I haven't experience any lag, and other than money, I haven't come across anything broken. I give it a 3/5 for now, and will definitely rerate as updates come out.
Hey Nadia! Thank you very much for the response and suggestions. We actually had about the same ideas as you suggested, so we will be trying to implement those any time now. See you soon. :)
(Cont) Difficulty in the first couple of weeks could use some scaling. I'll be honest, I've always hated the static upgrade system. Give us levels, or dozens more upgrades, or something, because, once the money bug is fixed, this becomes a "play it once, for an hour, and then never return" game. Nobody wants that for their game. You could probably score a whole extra star out of this for an purchasble and upgradable automated turret system. (Cont)
Yay! I get to be the firs to comment on this. At first, this comes across as a pretty decent game, and then you start hitting problems. For example, what determines how much money you make? I think it's once per week, and maybe the amount is based on your population? This is a great system, but it seems that about half the time, even if I didnt lose any population the previous week, I lose money. Couple that with no money from ships or comets, and you have an infuriating moment where you are just short of that third level of turret firing rate, the week rolls over, and you've lost 3000 bucks. I didn't even attempt using rockets. With money being the way it is, I couldn't justify spending the cash on even one. (Cont)
Somebody certainly enjoyed Anomaly Warzone Earth, didnt they? :) Pretty good game though. I have to agree, it is a bit short, and the very limited, and often not very useful, upgrades are a bit of a turn off. Would have been better (as with all games that use this method of upgrades) to have had a score system where you could spend points raising levels of the stats for each unit, rather than three static upgrades for each one. This game does get some bonus points (as with the rest of your Tesla series) for being based around the mad genius, and not that crook Edison. All in all, I give a 3/5, for good but short gameplay, a virtually useless upgrade system, pretty darn good graphics, and the Tesla love
Other than a couple of small things (like saving not working, and click research taking away from research), you have a pretty darn good game here. It's fairly rare for me to say this, but you have me wanting more. As a fellow "new dev" on the knogregate scene, I know that it can be overwhelming trying to deal with everything, bug reports, player feedback, etc..., but in the grand scheme, it makes it all worth it when you start hearing people tell you how great your work is. If you ever need any help, or maybe want to collab on a game, feel free to PM me. Based on what I've seen thus far, you show a lot of promise, and I hope that you will keep working on making this and any future games as awesome as they can be.
Maybe it's just me (and I'm sure this isn't being updated anymore since the sequel is out)...but how the *BEEP* are those damn spike strips moving in front of me??? Makes it pointless to try and avoid them, as they move right in front of you, no matter where you are at, once you get a certain distance from them. Also, (and this is for everyone) in the event of a zombie apocolypse, running back and forth on the interstate is NOT a good idea. Running in front of the car doing 140 is an even worse idea....just stay off the damn roads :P
Just a couple of thoughts that would probably get the ratings up on this for you: 1) The order form currently shows how many of each tree you need total. Per haps you could seperate this in the display to show #Needed for order (#Left to complete order). 2) Auto fulfill when the order is ready to go. 3) A "null" tree that doesn't do any chopping, and lets you recover your stamina. 4) Tree names (preferable with a hover over text box containing them) for both the tree selector and the order form. 5) Rearranging the tree selector, tree inventory, and order sheet so that all the trees are listed in the same order. 6) Maybe put somewhere on screen how many trees per second that you are chopping. You have the beginning of a great game here, just needs some work. 3/5 for now, will re-rate when some changes are made.
3/5 for now. I definitely like the concept, albeit very similar to the other idle game that shall not be named. Most of what needs to be fixed has already been listed and addressed, so it's just a matter of waiting for fixes and updates. The biggest thing I have to agree with is cutting the size of the numbers down to a readable amount, like Idle Mine does. I can totally help out with this. Just PM me if you want the help. All in all, you have a good solid base here. I can't wait to see where this goes. It has potential :)
Really, we’re all one big dev team on this project…I am the lead developer, I’ve had code help from a few assistant developers, and I have a growing number of testers, that are constantly giving me feedback. All I have to do is listen, and my game is great, because you all helped make it that way. So, thank you! It would never have gotten this far without gamers doing what they love." I just wanted you to know that I really do appreciate all of your contributions to this project. This is what the gaming community is all about, right here. Thank you all.
I sent this to somebody else in a private message, but I felt it should be shared: "What can I say? There are companies out there that employ hundreds of people for things like marketing and advertising, just to try and convince people that their game is what the people want. I’m taking a different approach to development. If I build my games based around what you, the players, want to see, then I don’t need a marketing department, or to spend money on advertising. You will come and play it becuase it is what YOU want, and you know it is what you want, because you helped make it.
The algorithm to check if your global display is correct is ((((farmer * 2) + ((farmer * 2) * ( lordFarming * .025))) * 1000) * ((1000 - (agriculture * 4)) * .0000001)) - pop. Meanwhile, enjoy it for tonight. I'm gonna strip the resources out of their individual timers tonight and tomorrow, and put all the resources back on a single timer. Sorry about this major pain in the butt. I thought it was a good system, and perhaps it is, I just don't have the skill to implement it properly yet.
New patch released. Fixed a number of little things, nerfed military income, and limited the number of soldiers you can have to barracks * 50. Forgot to mention this in the update post, but land is still infinite and will still roll negative. If, all plays out well from this patch, I will be adding the limiter tonight. Enjoy, all!
Greetings all :) I'm home from work and coding like a madman to implement the next few phases. On the itenerary for the evening are, in no particular order: 1) A tutorial screen, which will eventually be replaced with a popup text box for each item. 2) Housing and population, limiting the number of workers available. 3) A warehouse and workers, limiting the resource cap. 4) Kong Stuff: API and Preloader. 5) Upkeep costs for workers and buildings. 6) Adding blacksmiths to start using up that iron :)
Thanks for the nice comment!!! It means a lot to me as I did put a lot of time into this. I hope to add a donate button within the week. I need to figure out how to get the game to work with Kong's "virtual item" API. I'm glad you like it.