I'm trying to level up my Enhanced Capture Traps from level 7 to 8. It says I need 49035 slime coins to purchase the upgrade. I get that many, but the upgrade stays greyed out and I can't buy it. I've tried reloading, closing the browser, restarting the computer and none of those have helped.
It's a little weird how this game threw me off by being simple and logical. The couple of times I got hung up were because I assumed there had to be a more complicated answer, so I discounted the obvious. It's very refreshing to have one of these make sense. If you made a million of these, I would play every single one.
I cannot mentally rotate a pacman shape. All the other shapes are perfectly fine and I have no problem figuring out how to get the desired result, but SOME HOW that ONE SHAPE completely breaks my spatial sense. Every time I try to place it, I'm utterly surprised by the results. Is anyone else discovering they have some sort of oddly specific mental block about that?
@josephmg01, sublimate lore will Seem to do that, but if you build your codices and scrolls back to max, your max will now be higher. It's super grindy, but it does work properly.
@Dolohov
Thanks for responding! To clarify, are you saying I need to have the Dwarven Dirges ACTION available, not that I have already gotten the upgrade?
I've tried five times now to get runic lore to unlock, and I just cannot figure it out. The wiki says the requirements are "tier1>0&&lore>=10&&dwarfbook>0"
And I'm just like ???? Is that any tier higher than one, or greater than or equal to 10 and dwarfbook greater than zero? Cuz that didn't do it. Little help anyone?
I have a few suggestions for additional content, but I want to clarify that I totally love this, and tell the dev that they're doing a great job! It would be cool if there were a few towns that we couldn't put the zombies directly into in later levels (and which our harpies also can't reach), maybe they have a door that needs to be broken down? Maybe some enclosed towns that we can't see into? Humans who "de convert" our zombies? Maybe Hero humans who have huge HP bars, area of effect spells or something like that? Where we actually NEED the huge mass of biters that we accumulate at the end of each level? Also, I think changing some of the town's shapes, make some simple internal walls so you have to break down some concentric squares to get into the center might be interesting. Also, maybe a human that sets traps or sets up defenses on the outside of some of the towns? Just some food for thought, LOVE THIS though!
Breakable doors on buildings is something I've been thinking of doing for quite a while. The idea being that you can't spawn zombies directly inside until the door is broken first.
I like Idle games, and I really enjoyed how much there is to do in this one, but it's a total crapshoot whether it loads or not when I try to fire it up. I went to load it today, then scrolled down in search of some kind of troubleshooting tips, only to see all the comments about people losing their save files. I think I'm gonna have to skip this one, which is a pity.
I don't know why everyone's complaining about the length. Some times five or ten minutes of snack sized fun is just the thing. I like a game that can get me invested emotionally, while challenging my brain, and it's just a bonus if I don't need to commit two or more hours of my time to get that. I like long games okay, don't get me wrong, but I think it's nice to have stuff like this, too.
Everything I liked about the second game, but none of the stuff I hated. This is a perfect continuation to a series that showed a lot of promise, but had a couple issues holding it back. Great game, guys. Totally awesome.
While I really enjoyed the fast pace and endless action of this game, the loose feeling of the controls and the game's tendency to mockingly steal hard won progress made this more frustration than I was willing to endure. Some variety in room size might help with the tendency to slide out of a room just as you're getting the upper hand, and make the truly insane map a bit more navigable. A few permanent powerups might make the whole thing feel much less like an exercise in futility, and ffs, stop it with the slow status effects! I can't think of anything more frustrating and needlessly cruel than when the game sits there and goes "Ha-ha! I'm going to steal the last five minutes of progress, and there's nothing you can do about it!"
Captain of ship: Hey everyone, who wants to go to Madagascar?
Disease ridden masses: OOH!! ME ME!
Captain: *Drives ship towards Madagascar*
First mate: Captain, you hate Madagascar!
Captain: Oh, I do? Eff that place, then! *abruptly changes direction*
I WANT to love this so very badly, it seems like a happy marriage of Necronator and Kingdom Rush, and those are both awesome. However, it still needs a bit of tweaking in the pathing and controls. Sometimes my units just sort of stand there and twitch. It's extremely frustrating watching them get slaughtered because they're hung up on a corner, or are running into each other. Also, your flavor text needs a good beta, I think, some of the English in the cut scenes is kind of... odd. Other than those issues, though, this game is pretty good. I'm not in love, yet, but it's playable mostly and has a good idea driving it.
Breakable doors on buildings is something I've been thinking of doing for quite a while. The idea being that you can't spawn zombies directly inside until the door is broken first.