How to play this game in a few easy steps: 1) Open the game. 2) Open the purchase menu. 3) Click on the buy button until the your mouse, the game, or your finger break. 4) Leave a snarky comment about how the visuals are wasted on a game with no gameplay. 5) Leave a generous 2/5 star rating.
Another amazing installment of the Learn To Fly series! Only slightly disappointed that there's such a small amount of omega items to unlock, but aside from that, this is awesome sauce! Thank you! 5/5
Oh yeah, and the "Let your fingers rest" thing is annoying. It doesn't prevent auto-clickers, which can be set to just under the interval that triggers it. It, In fact, only punishes players who are manually clicking "too fast", by leaving us guessing whether or not we are going to trigger it at our rate of clicking.
I actually found this really enjoyable, up to the point where it started removing technologies from build list. Not so much for the removal of obsolete tech, because that makes perfect sense. It has more to do with the fact that it leaves the workers/tools on those build items, and leaves no way at all to remove them. Not only does it leave you with a bunch of workers that you can't reallocate, it can completely destroy assembly line planning (while keeping things in nice neat multiples of ten ;) ), because it will keep producing those items forever! Other than that small gripe, this is actually pretty good, and I have to assume the low rating is coming from people who are having trouble figuring out how things work. You might consider adding a tutorial or a help page to help out new players. 4/5 Stars
It was thanks to this that I went from being an old school BASIC cripple to being able to understand OOP. Thank you again for this magnificent piece of funducational software :D
Are you sure about this? cause i'm pretty sure every gaming reporter has crowned Sean Murray as the genius godfather of procedural gaming. I don't think proc gen could have existed before Sean Murray. He sees us all as 10010110101011101. he is THE ONE.
Shit like this is why I quit developing on Kong. An orange screen gets a 3.2, legit games get 1 and 2 stars, and commercial drivel like AdCap get exalted.
First! Seems pretty chill. Can't wait to see next weeks additions. Might need to do some optimization. Seems to lag a bit during transitions, other than that, seems pretty cool.
Hi! Me again. For lack of a better term, and please, everyone, pardon my language, your overkill system is currently a slap in the dick. There. I said it. Oh sure, it dangles the prospect of getting to progress faster if front of you, but then: SLAP! Capped at level 5, still having to wait 1 second in between each monster. Please, I beg of you, add another 4 levels to the Bloodstone. It wouldn't be gamebreaking, as there would still be a 0.2 sec delay in the monsters, it would still cost consecutively higher amounts of gems, which requires minimum wave progress to even hope to achieve (my best run has been 63 gems getting to wave 175), and it would actually let the players feel like at the end point, they actually got something worth it, and not, as I said earlier, a slap in the dick. Still really dig the game, just absolutely not digging the current cap on the overkill system.
What? No Libertarian candidates? No Independents at all? Your two party system is by large majority what is wrong with the American political system right now. Both sides have the masses fooled in to thinking they are the only two parties that exist, let alone matter! There are other choices people! Vote Libertarian! Vote Independent! Vote for a Native American Transgender Homosexual Woman!!! I don't care! Just realize there are other parties!!! Oh, and 2/5 on the game for being another AdCap clone, and you lose the last star for your contribution to a terrible two party system. That is all. Carry on.
Hey! Loving the game, loving the updates, just a few quick points. 1) Please either change the Q/W buttons to the up and down arrow keys, or just add them in as alternate controls. As it stands, your control scheme is meant for players with three arms, apparently. 2) A few bits of relevant info in relevant places, namely: The sale price of 1 unit of material, at current bonus from AP and AP purchased boni, and the amount of money a ship will make with a full cargo. 3) If there is no point to getting Cosmic Research higher than 42, please have the skill cap there. Or, better yet, perhaps after level 42, cosmic research could start adding 1% per level to the sales price.
These are just a few quality of life changes that I think would make a huge impact on the playability/replayability of this already fantastic game. And of course, more More MORE! 5/5 and eagerly anticipating future updates.
Thank you for your feedback :) About 1) Up and Down arrows are very risky because they are pressed too frequently and new players might change the "buy amount" without even knowing and they not understand why everything is so expensive (and assume this is a super slow idle game ;) but I'm already working on a similar solution :)
(...Cont) Example 2: The warrior does 10 damage per strike. On the second attack, the total damage done is 20, giving 5 overkill hp. Since the monster has 15 MaxHP, we take 5/15= 33%, which would equal a 3.3% shorter delay, or 2 - 0.066 = 1.934 seconds. Example 3: Warrior does 1000 damage. That's 985 overkill damage! 985/15 = 6566%, effectively eliminating the delay, or reducing it to whatever minimum you have it set to (I would suggest .1 sec, but that's just my opinion).
This is actually a pretty cool idea! I was thinking to do a simple upgrade to just reduce the monster spawn time by x% (which is totally boring), but this adds an interesting twist and is way better than flatly reducing the delay. This should be a guardian upgrade in the distant future. (Most notably, I like how the stronger you are, the faster you should progress especially in early waves where you are more likely to overkill).
In retrospect, you know what would be even cooler than an upgrade to lower the time delay between monsters? If the delay was proportionate to the amount of overkill you did on a monster. Hear me out. If I'm not mistaken, the delay between monsters is 2 seconds. At level 1, a monster has 15 HP. For these examples, I'll use a 1% overkill amount to .1% shorter delay ratio, though you could plug in whatever numbers you wanted. So, in Example 1, our warrior buddy does 5 damage per hit. When he kills the monster on the third strike, there is no overkill amount, so the delay would be 2 seconds. (Cont...)
For those of you that are "having problems" gaining gems: What kind of gain ratio are you going for? I'm on my 9th ascension, and I average about 25 - 40 gems a run, depending on how far I push, and that is currently taking between 2-4 hours. Most of those, I have dumped in to guardian upgrades, keeping a standard of ~50 enchanted gems for the bonus there. I guess, what I'm getting at is: The balance is fine! No, it is not a hand-out progression system where you can achieve everything with little no effort. Kudos to the dev for that! Just keep pluggin away at it, learn to optimize your spending, and you too will get to a point where you can see these complaints are moot after the first couple of ascensions.
To the people having issues with moving forward, etc...I'm not sure where you guys are having your issues. For those of you on the first playthrough: Yes, the bosses are the hard steps, but very rarely require more than ensuring that you keep your warrior alive long enough to kill the boss. Can't do this? Go back to the last boss that you can kill and farm the hell out of it until you can. For those of you having issues with mana: Drop your skill levels down. The system is set up so that the mana costs goes insane at higher levels, and until you get the first guardian opened up, they seem virtually impossible to reach, but they aren't, and generally speaking, having your skills MP cost proportionate to your MP regen is an important part of the strategy.
Nice. I wasn't sure that many people would get that it is not always better to upgrade your skills even when you have the EXP to do so, due to the way the skills scale up in mana costs, but it seems that you have figured that out :)
Okay, I think I figured out what happened. Essentially, it would appear the update with the new text either: A) Wiped my upgrades, but fixed the system, or B) The system was broken, and the latest update fixed it. Either way, guardian upgrades are totally working properly now. On a completely different note, I have to agree with the people that have commented about it: The delay between monsters is atrocious! I'm not saying drop it for free, but it would make for an AWESOME upgrade, to be able to take off like 0.1 seconds of delay per upgrade level. Would be really cool.
Ouch...okay...I see what happened...It wasn't that idle mode necessarily activating, it was that my Guardian Upgrade didnt stick. I bought the first 4 levels of idle gold, and, upon going to the crossworlds for my ascension after buying said upgrades, the level has reset to zero O.o Would definitely appreciate a speedy look in to this, as this could be a source of much complaining by your player base! I'mma keep playing for now, but I'm gonna hold off on buying Guardian upgrades til I found out what's really going on here :P
I hope you like the game :) any comments or suggestions are very welcome