This is something we are trying to nail down, but so far the profiler is not being terribly helpful. If you notice anything specific slowing it down we'd love to hear about it. We will continue trying to nail it down though and is absolutely high priority.
Thanks for the ongoing feedback!
mute and pause would be awesome. Game also seems to run a bit choppy for me, maybe a quality option if possible? Still pretty early game for me, but I like what I see so far. PLEASE keep developing.
Hi Olug,
Thanks for the reply and kind words. I am literally working on a mute option as I write this and it will be in the first update. A pause button is in my backlog, but will take some time to get set up at this point.
I have received feedback similar to yours regarding performance issues and am looking into them. Thank you for sticking with it and your awesome encouragement!
Edit - A patch was launched today. Let us know what you think!
Purchasing my first pokemon required me to have 21 pokeballs even though the cost said 20, and it only took 20. Looks like there might be something in the purchasing code.
This game is also available on Android (https://play.google.com/store/apps/details?id=com.pinkpointer.tanks), which has more control options. I agree with you, if there is only one option, it shouldn't be there!
controls feel really off. sliding up the side of the blocks is odd, would be nice if there was something to show he is climbing. only a few levels before I can't continue any further
Stencyl is just terrible. When the game starts, I died many times before I could see that I was able to move. There needs to be something like a count down. Can't bop Mario from underneath and once I completed the 1st level, I didn't even appear on the second. It just sits there dropping fireballs. Needs lots of work before the game is even playable.
Love the updates you're putting in. So thank you for listening and continuing to work on this game for us. One thing I thought would be nice is, on the Dungeons screen, that shows all available dungeons, would it be possible to show which have someone travelling to them without having to open each dungeon individually. Thanks and please keep up the good work!
Ok, buy soldier, send it to africa, capture slaves, send them to america, produce goods, send them to europe. Ok, no problem. You need to build something before you can access it, also no problem. The market doesn't become available for a while, which is very discouraging at the beginning when you have no more money and no way to sell your good. Also, overcrowding? When I have 5/5 or 8/10 or whatever, someone dies due to over crowding, if 5 or 10 is the limit, why are people dying? What is the actual limit?
I lowered the number of products to unlock the market, thanks for your feedback.
For the overcrowding, the soft limit is half the capacity. Over that, overcrowding start.
Love the new upgrades, thank you for still working on this. Found a bug, when I tried to change my adventurer's class to rogue, the drop down appears under the explore option. Otherwise, so far so good.
One thing that would be nice is to sell/destroy a building. I'm personally not too concerned with getting resources back, even though it would be nice, but mainly if you buy to many of something on accident and now your gather rates are all messed up.
To be honest, I'm trying to think of a better way to do "upkeep" for the resource gatherers. For now, I've just set them to a very minor gold per second penalty, and if you screw up your passive gold per second that badly, you can always set an adventurer to "Odd Jobs" to generate a bit of gold per second. Also the guild hall itself will generate some GPS. Gold is a weird resource, in that I don't intend for there to be many passive ways to generate it. One idea I've had for upkeep is have a set number of "Laborers" based on the size of the town the guild is in, and hiring more laborers gets more expensive the closer you get to the hard cap. Buying the resource creators will add "slots" for the laborers. Of course the first town will be relatively small, but once you get some renown you can relocate your guild to larger cities (prestige?)
I've noticed that when I create buildings that cost resources, it adjusts the resource/second in the display. When I toggle my tanner on and off, it doesn't adjust the displayed speed, even though I do notice a change in wood and hide amounts. Would be nice if this, and any other similar situation was reflected. So far so good though. Looking forward to seeing what else this has to offer.
This should be fixed in the next version I upload (probably early Friday afternoon). Resource conversion is done in a different place than the resource generation (so you can't create leather without hides), so I had to manually add in those values for display purposes.
It's a good start, good visuals, I like the ships I can access so far, but... The white text on blue can be difficult to read, especially when the ship is hit and shakes, or there is a planet behind. Would be nice to see the bad guys that are getting blown up. Feels like there is an unknown amount of something needed to move to the next upgrade stage, would be nice to see some sort of progress on that. And upgrades are crazy expensive.
I noticed the tabs are partially hidden by the play area. Playing in Chrome, if that makes any difference. Enjoyed the last version, looking forward to seeing what's new.
This is something we are trying to nail down, but so far the profiler is not being terribly helpful. If you notice anything specific slowing it down we'd love to hear about it. We will continue trying to nail it down though and is absolutely high priority. Thanks for the ongoing feedback!