As a sidebar comment to my last one: If there isn't an indicator for idle already, a perfect solution would be to have a "buff" that tells you are active, and has a countdown with how much time remains until you are "idle", and when you become idle, the buff switches out for the indefinite idle buff, until you tap/whatever else may interrupt idle mode. Post prestige, you got another star, this is definitely the makings of something awesome. 5/5, and can't wait to see what gets added to this.
Hello! If you do not tap for 5 seconds, a popup saying "Idle Mode On" is shown, and if you upgraded Idle Gold, the gold text in the upper left corner turns yellow (from white). If you upgraded idle EXP, the EXP text turns yellow (from white), signifying the increase in gains for those respective currencies.
I have updated the game to v0.66.9, which increases the duration of the popup since it was easily missed, and also changed it to have a blue colour as opposed to the normal white. Hope this enhances your game experience! Edit: Oh and thanks for the kind comment as well!
Is there any kind of indicator that shows when you are "idle"? Cuz I dumped a few gems in to idle gold income, and I have absolutely no idea if I'm getting it or not, and what all is/would be interrupting it other than clicks, if anything. Also, how long do you not have to do the aforementioned stuff before you are considered "idle"?
Lolz...feel kind of like an ass. Got all the way to level 100 before I realized you have to click the button to the left of the skills window to advance your class. I was totally waiting for it to happen via storyline...Pretty decent game, thus far. I'm just about to pass 100 for the first go, and you guys have got 4/5 stars for general awesomeness. Good job :D
Do you need to be a certain level for auto attack to work as stated in the update? Because thus far, it only seems to attack, then on death, I go back to town, regen, and sit there with a full health bar.
Hey, what's up! I'm here from the Kong group on FB. So, Dyod has basically covered everything I would have to say about it, so I'll not be repetitive. I will say that it's really not bad, for what it is. The ProcGen brick layout is pretty cool. I'mma go ahead and give it a 3/5, pending future updates.
All right! I'm totally digging the premise. It's a little bit light on features at the moment, and could definitely use some X10/X100/X1000/etc buttons for hiring and +/- production amounts, as after just a couple of resets I'm hiring hundreds of employees per run. Everything works, and works well, and the random generation of bonuses for the production stuff at the beginning of each run helps keep things fresh (though again, could definitely use more to it!). 5/5, favorited, and will definitely be checking back for updates. Good job!
x1, x5, and x25 have been added along with a custom input line field for your production line. Plan on adding more mods in the future, thank you for your feedback valued customer.
While I realize there is no inherent winning, per se, you have a pay 2 win set up at present: Increased inv and auc slots for kreds. Instant 1 star for me until a means of buying these things via in game currency exists.
Uhmm...regarding your comment in your update about you not needing to do achievements: Kong does badges, and, for the most part, not for idle games. You should still have an achievement system in game...
So...i have a question about defense. (The following is an actual example I observed in the game) So, say I have a raider that does 209 damage, fighting an enemy that has 150 HP and 11 defense. Presumably, I would be able to one shot said enemy with 161 damage, right? Then why is it that with my raider dealing 209 damage, the enemy ends up with 19 HP left after the first attack on them? That's a difference of 48 points of damage, almost a full quarter of my DPS. This get's especially noticeable with gods, where my team DPS is like 5k per raider, their defense is 300, and I'm only doing like 2k total damage a round.
Secondly, the focus/leave buttons in the battle ground seem rather pointless. The turns go by quickly enough that a decent party should be able to one shot any monster, and usually enough to one shot an entire party of enemies in a turn, sans bosses and gods. And individual members leaving? Even if it replaced them with a fresh raider (which I don't know if it does, because again, it seems pointless to me), it is still pretty much a moot point as, if a member is dying, the whole party is pretty much going down. Removing those would give back a lot f screen realty, allowing for more raiders and monsters to participate in the battles, which would be WAY better than pointless buttons.
All in all though, those couple of points aside, this is a solid piece of work, especially for an alpha release, and can really see this going places if you stick with it. I'm going to give it a 3/5 for now, and see where it goes from here. Wouldn't take much to kick that up to a 5.
So, is there anything to be gained from chests other than junk to start the next run off with a few more creds and what not? If not, at present, the whole mineral system is kind of pointless. The gains from the first few chests don't seem to scale much differently (Made more from buying the 1 mineral chests then I did the higher tiers).
Don't want to give us permanent auto-crit? Cool. Give us a way to activate 25 cats criticals without having to scroll through the list. Right now, I can mange about 10 cats criticals at a time before the first one is ready to go again. Does this add to the strategy of the game? Kind of. Is this literally one of the most debilitating mechanics I have ever seen in an idle/incremental game? Pretty much.
Love the game, but please, PLEASE, do something about auto-crit. Thank you!
Hello! If you do not tap for 5 seconds, a popup saying "Idle Mode On" is shown, and if you upgraded Idle Gold, the gold text in the upper left corner turns yellow (from white). If you upgraded idle EXP, the EXP text turns yellow (from white), signifying the increase in gains for those respective currencies. I have updated the game to v0.66.9, which increases the duration of the popup since it was easily missed, and also changed it to have a blue colour as opposed to the normal white. Hope this enhances your game experience! Edit: Oh and thanks for the kind comment as well!