Stilted writing, bad grammar, bad spelling, not enough explanation of the controls ... quitting after five minutes. This isn't ready for public consumption.
Too much uncertainty in finances: offers are made with no price attached; I have to accept to find out what the deal costs, and there's no discussion of potential gains. Some of the story lines are inconsistent or poorly managed. For instance, the blacksmith has sold me a shipment of swords four times in seven days. When I was out of money, the flying devil-thing offered gold for souls three times in four consecutive visits. Nice beta version, but the lines and game balance still need some long-term play-testing.
How about better tube upgrades, including active interactions. "Mass powerful bounce" and "Mass auto jump" are nice; let's ramp it up. For instance, let the MPB boni stack, which allows me to carefully drop balls to get the huge bonus when two are active at once. Give me a bonus that stacks according to how many tubes are subscribed at a given time, such as advancing *all* outstanding amp upgrades for free? Add/subtract tubes with power adjustments; maybe I can get to higher levels with only 3 tubes active. Let me buy a wasp that can fly around and pop bubbles while I'm idle.
Thanks for the suggestions! Stacking MPB throws balance way off, so we've made it additive instead of multiplicative (initially it did stack). And it's also actually not fun trying to line up things for activation at the same time, so we decided against this.
As for more/active abilities, your ideas are actually quite good, we'll think about it.
Cute idle game for a while, but lacking in documentation and upper-level features. I've amped up to level 26, and there really hasn't been much changed since I ran out of new ball icons after level 9. Yes, the auto upgrades are convenient, but they don't increase the enjoyment so much as ameliorate the growing ennui.
Yeah, it's actually a bit hard to come up with really good diversity/content in the late game. Most ideas we've had don't really add too much, just a variation of what's already in the game. As for lack of documentation, yeah, we agree. We're re-doing this game with a better graphics and polish, so hopefully that one will do a much better job with this. We're looking to release it in about 1 month.
Also, it appears that the game requires a lot of busy work for a rather pedantic defined goal: high population. To get there effectively, I have to spend a lot of time switching modes: load genetics for cheap building costs ... mutate. When population stablizes, load for battle ... mutate. When I run out of a battle resource, load for growth ... mutate. Lack of macros make this a grind, and lack of a "goal line" makes it boring. WHat game experience am I supposed to have here? That's design rule #1.
I played occasionally for a week, then left for a few days. Now the game no longer loads. It's infinitely in the initial screen, "loading... hold on..."
The "Achieve" tab says that once I have 20K money, I get "see support screen". How do I get to that screen? I've been all over the tabs, done a text search on the page and the comments, and I can't find it.
Where do I go for documentation on the game? There are quite a few cracks that don't seem to be covered in the forums. The current killjoys are missing docs on the properties of my new lab types (metals, gas&oil), the semantics and functionality of "reports", and the meaning of a "production bonus". Since most other resources are tightly specified and transported, I find it strange that there are no described mechanisms for these terms. It's as if "reports" just appear in the atmosphere, float around, magically engender said "bonus", and that bonus wanders around somewhere on the ground.
Thanks for the suggestions! Stacking MPB throws balance way off, so we've made it additive instead of multiplicative (initially it did stack). And it's also actually not fun trying to line up things for activation at the same time, so we decided against this. As for more/active abilities, your ideas are actually quite good, we'll think about it.