Very cool. Props to lerpinglemur for developing a wicked new format for incremental rpg games; props to SG for innovating on the framework. So enjoying this trend!
I am so disappointed with the release & removal publication habits employed by EF Universe Games so far.
I thoroughly enjoyed both Majula Frontier and Reclaiming the World, but have become discouraged from putting any time into this one following the disappearances of the first two. I enjoy games in the long haul, over years - and these games scratch that itch for me.
Regardless of this new installment's merits, I'm going to jump ship before it once again sinks under me.
Norma: I believe this game was shared a while back (maybe 6 months?) on r/incremental_games. I played it through then, and enjoyed it; I'm hoping there's been significant updating since :)
All the previously expressed criticisms being more or less mine as well, this is still easily the most polished and enjoyable use of Construct that I've seen. Props to you, dev :)
I understand your instructions, but I can't find a way to place the balloon pump in the first place; i.e., no way to confirm placement so that I can then proceed to connect it. What are the placement eligibility criteria for this mechanism?
There are several ways to do it. As you see, the balloon pump has a cogwheel. So, you can attach a wind-up engine to it, either directly, or via a chain of cogs. Also, you can build a steam engine or an electric engine, then long-press it, and after that you'll see a button with a cog and chain icon. Drag that button to cog-to-be-connected and you'll get a chain connection.
I really, really miss the variety of the first Idle Ants. The inclusion of so many different species, complete with different resources and mechanics, was a highlight of that game for me. I second everything fartingbob mentioned below. Are there plans to flesh out the world of Idle Ants 2? Please? :)
The UI certainly isn't ideal, but I rather like the general layout - top menu with secondary drop-down. If there's one thing I would like to see altered, it would be some visible distinction in the menus as to which options open a new screen, and which ones only open a new "box" menu in the left side of the screen. UI aside, the layers on layers of number manipulation are a joy to explore. Loving the gradual unfolding of features both major and minor. Some greater explanation of unlock thresholds would be welcome, though. Anyways, my two cents. Having a blast :)
Very cool. Died a couple dozen times before taking a win. In spite of the previously commented randomness, the pattern of events and outcomes was discernible before long. Fun, and seems like it could be a great deal more if developed further. Thanks, dev :)
Crit: while it's true that the learning curve in this game is rather steep, it's not insurmountable and is worth the effort. Hero Blood needs a lot of polish yet, but I'm glad you've pushed it out for us to try as it develops. I've been looking forward to something new from you ever since enjoying BWE some years ago :)
TheLaw, the reset option under Sacrificial Shrine applies only to that particular building, and has a variety of other effects as you continue resetting. So far, no prestige mechanic that I can see. I'm absolutely digging this game in general, though, and hope to see it grow lots more.
Y'all are humbugs. I can't get enough of omgnoob's sheer variety and creative drive. I've never met a game I didn't eventually stop playing, so maybe I expect a little less in the long term for game longevity; even so, I've enjoyed a solid week or two out of just about every new omgnoob title. If you don't like 'em, don't play 'em. But please, at least for the sake of variety, stop spamming the guy's feed with the moaning and groaning. Never stop doing your thing, dev :)
Thank you!! I feel the great potential in this genre!