Yup...pretty well confirmed it. With 100 in each spell, the game runs fine, up to and well past 1 decillion. The moment you start adding more, you start getting lag, with about 250 being the point where it kills flash on my puter. So, my advice: loops are nice, but unnecessary when you can just use multiplication to achieve the same goal. Swap out your loops for some basic formula, and your lag issue will be gone. Solid game otherwise, 3/5 pending the lag fix.
If I had to make a guess, I would say that, for whatever reason, you are using loops in your production code, with the number of loops being determined by the purchased level of a given spell. I'm doing some experimentation now to see if I can't trace the root of the issue further.
"Stinky pooped in my boots" ?? Not so bad...I guess we'll just wash them out. "Firemane pooped in my boots" ?! Man...what is with these guys today? *Cleans boots again* "Alduin pooped in my boots" Well...never seeing those again! *Goes and buys new boots*
Biggest thing I could suggest at this point is the ability to buy more with employees. It's a good system, like most of what you have here, but ridiculously small caps on things pretty much destroy the entire game. For example, the ability to buy more than one starting unit of something. Sure, starting with one is nice, but once you start with one of the next tier, starting with one of the previous tier means nothing. Following the same rules of doubling effect, at 10X the price level for each level purchased, you could expand the hell out of game play and customisability of said game play. And, I'll suggest this again: We are already limited in any given run to a finite number. Having a cap on the data bonus of marketing and intern is virtually pointless, except for the fact that it serves to add yet another limitation on game play, that is already going to be limited by the progressive growth available from employees.
Thanks for the lengthy feedback, at this point I'm pretty sure that the best thing to do is to 'unlock' the game from any limitations and just tweak the resources gain to make it enjoyable. That and new stuff buyable using employees is what I'm working on right now and the patch with those features will definitely be live this month.
There really needs to be a way to see your XP/second. Like, I don't even know if anything past buying 1 social site even raises my automated xp per second. :S
Just a quick shout out to everyone. I am done with the current update as promised, but in doing so, I also started a chain reaction of awesome that I want to unleash on you! I ask for your patience for the next patch. It is going to add a LOT! Thanks in advance for understanding! I am hard at work adding a total of 4 new functions/features that all intertwine, and it will be good, I promise. I am also spending time to play test a little more deeply than previously, with the intent of releasing the next big update with no bugs (The developer's Philosopher's Stone, right?)
Well, that's a pretty big response for prestige! Now, before I start working on this, I have to ask? Is it really ready for a prestige system. You guys would rather have me recycle the game play that is currently here, as opposed to developing new content for it? Upvote for this for new content, down vote it for prestige. I'll tally it up when I feel a significant number have voted.
Okay, help me out folks, I saw the issue with the prices being 10 times to high. I hard reset, so help me check my math. at level 1, X10: afterburners cost 550, Acceleration costs 1375, max speed costs 2750, and income costs 5500. Even going through and adding the numbers sequentially, this is coming out right. I'm going to play through a little bit, and level by level check and see if this is an issue of higher levels not applying properly, or the necessity of a hard reset. If it's the latter, I formally apologize.
oh, and for the love of Pong, add some offline progress so that at very least, even though we can't watch progress happen, due to lag, we can still actually make progress until you fix it.
Okay, so, we have several solutions for fixing the lag issue: Reduce lighting effects, toggleable floating text, generating higher value coins at lower levels, reducing the number on screen, simple collision detections...pick one and go with it...
Building on KickAzz19's comment, any plans for other formations in the future? The wedge is nice, and the whole premise is pretty innovative for the genre, but it would definitely be neat to other formations in place. It would add a whole new level of depth to the formation system as it is. Good work, folks, and I do mean superb. 5/5 and anxiously awaiting updates :D
Thanks for the lengthy feedback, at this point I'm pretty sure that the best thing to do is to 'unlock' the game from any limitations and just tweak the resources gain to make it enjoyable. That and new stuff buyable using employees is what I'm working on right now and the patch with those features will definitely be live this month.