A suggestion to improve Next At for skill training. If the clones would take the next skill beyond the clone cap, move the extra down to the next skill until they reach one that isn't capped.
For another example, Humans requires 100 Water and 225 Water as a prerequisite. This is also wrong because it neglects the Water the Fish and Animals need. Also, even if it were correct, it lists only 1350 Air as a prerequisite, when it should be 1650.
Prerequisite creation counts in the More Information tab of the Create menu are not being calculated correctly. For humans specifically, it gives 45 Fish as a prerequisite, which is correct. However, it then gives 225 plants as a prerequisite, which neglects the Plants needed to craft the Animals. I think the Prerequisite creations are only given for the first item they're needed for, which gives these incorrect numbers.
If you have enough gold, you should be able to directly buy a clover in the museum. This would eliminate the tedium of manually upgrading a clover in the altar to match a specific type.
Seeing how much money you're making per second and how much the scientists and engineers are spending per second would be handy for balancing research and miniaturization.
This game lags for me, so I'm guessing that it hasn't yet been optimized. Also, I'd love the ability to toggle a program between active and idle. This would make the system specs more relevant, and also reduce the amount of repetitive clicking you need to do.
It would be nice if the buildings only lit up when you had enough to fully pay for an x25/x100 upgrade. As it is, you have to compare the cost of the upgrade to your current money to know if you have enough. It's not a big deal, but it would make the game a little smoother.
The twins puzzle is incredibly frustrating. The sliding ice puzzle has bugged directional arrows, and you can't see all of the objects the levers affect at once.
This seems like a nifty little game, but one in need of polish. The CPU usage, even with animations turned all the way down, is quite high. The amount of space you need for the producers eventually runs out. Also, the autosell is such a quality of life thing that it should be an in-game unlock or otherwise not tied to the ads. Having production bonuses for watching ads is alright, though.
Thanks for your detailed feedback. The amount of space in version 1.4.0 is 4x as big. I profiled the game, but weren't able to find something that has a bigger impact on the game performance. I might add some performance improvements here and there, but I don't think that there any more quick wins.
This game is designed to be frustrating for casual players. The difficulty is heavily dependent on your cards, your luck in drawing your best cards quickly, and your luck in not being matched with an opponent too powerful for you to ever face. Further, the process of gaining cards and improving them is very, very slow. While this wouldn't be a problem on its own, combined with the difficulty ratchet and the sheer power of the better cards, it's punishing and unpleasant. Better card balance and a way to choose the difficulty of the matches you face would go a long way to alleviating this problem.
good idea, i will add this in the final kong build 60. build 60 is the limit on what i can squeeze in here and still upload to kong. build 60 has warp routes, new crate system, deadspace events, new ships, new skyboxes, new effect graphics and a few bug fixes.
Pathfinding and collision is tricky, yes. I'm just pointing out the areas where it still needs work. :) As for why that level-up effect irritates me, it's very over the top, and completely dominates your view if you're playing zoomed in and with Kongregate's default size.
i liked the way kingsroad did level up effects. i liked how they even do some aoe damage. i think i will try to implement something like that. and yes, i will eventually get the autopilot on point, i didn't mean to sound like i was making excuses. just pointing out why i haven't seemed to nail it down yet.
Autopilot taking into account position of asteroids? Good. Autopilot not taking into account diameter of asteroids? Not so good. It still smacks into 600+ HP asteroids when flying a scout and you have one set as a target.
chrissi1988: Asteroids do respawn, and pirates respawn until you kill the officer of that system. However, you can change the settings so that pirates always respawn.
Thanks for your detailed feedback. The amount of space in version 1.4.0 is 4x as big. I profiled the game, but weren't able to find something that has a bigger impact on the game performance. I might add some performance improvements here and there, but I don't think that there any more quick wins.