I mean, I'm ok with downvoting, but can anyone explain why the pawns don't capture diagonally during the final boss battle? Is it because "forward" for them is actually downward on the screen?
I've been trying to figure out why the pawns don't move during the final boss battle, diagonally to capture into a space the knight can occupy. I'm fairly certain that's a bug.
Also, no button to restart at the end?
There is a sharp difficulty curve once you hit half of all upgrades, since that's a good gauge of income. They all cost about 5m-10m at that point. Then it's all waiting a day offline to gain enough to buy the next upgrade, then aother day to buy another upgrade, etc. Either the costs or the income needs to be tweaked to even that curve out a bit. You'd be hitting 175+ AI levels with that setup.
Probably only a visual bug, but closing and reopening the game shows all Square Squadron formations, until you Fight and return to the screen. The fleet formations are retained correctly; it's just the Squadron formations on the left side where you select the squadrons.
The boss explosion sound still plays (terrifyingly loud) when you have set the music and sound effects to 0. It might be good to make the icons for the sliders be toggles, as a suggestion (click to turn off, click to allow at the current slider level).
It would be nice to get a visualization of what upgrades will become available next, like a tree of unlocked and locked upgrades. Like each spell spell is unlocked as you produce X mana / buy Y Grimoire|Spell Fountain (or whatever). It'd be useful for tracking milestones and what to focus on to unlock a specific upgrade. I don't see how that information is presented to you currently.
Maybe show the changes for every upgrade? I'm not sure if it's cost effective to get any particular upgrade, since I can't see the result until after I buy one.
I like the metrics you can use to determine which action to take next, when to wait and when to buy things. In the "You're buying X Ys..." where X is greater than the resources you have, it'd be cool to see a time maybe on the left Buy button that shows how much time is needed before you can buy that amount. Keep up the good work!
For Level 24, play other levels until you get Freeze Time. The trick is to freeze time just after you hit the blocks enough to separate them from the pack (use a 10 as the first shot), with just enough space for another shot (a 5) to shoot between the reds and only hit the greens.
Fun series of games. An idea to make the upgrades screen slightly more intuitive: it'd be nice if the upgrade bars were highlighted in red that are too expensive to purchase based on the amount of gold you have.
This is probably way old news for everyone, but for the uninitiated: Don't forget to buy your max boosts before accepting Mission Kommander's reward, or opening a Progress Box. Totally didn't figure that out until recently. derp.
While I really enjoy playing this game, I'm gonna have to agree that the new quest system needs a bit of tweaking. I liked being able to finish quests as I saw fit. I can see the balance of both the new and the old systems working well, with at least a few quests available at one time so people aren't forced to either stop questing or sacrifice GC/BC to move past the quests that they really have no interest in finishing. As far as the RCs go... [shrug]. They seem to be replaced by Event tokens.
However, the Update Help quests are a great idea (and useful for future updates that add content), but once a quest tab is fulfilled (Update Help, Newbie in particular), shouldn't that tab be removed?
Keep up the good work, Tukkun.
Haha, I defeated the last boss with my last shot as the boss killed me. Just like Superman and Doomsday.
The main criticism I have is that the boss health and boss arrival bars could be different colors.