There are bosses that is trivialized by one hand + shield builds, and there are bosses that is completely trivialized by bow builds. But loadout switches are completely unsupported. People invested in agility expected crit bonuses, got movement speed as 10th point bonus instead. People invested in quickness expecting for support in speed, but the 5th and 10th point bonus is utter shit and unrelated to speed at all. Everyone uses only legendary items starting from 1 star, but there is absolutely no way to improve items beyond that. Also haha two handed weapons are completely terrible. Zone layout are completely fixed. Lack of monster variety. The graphics are really surprisingly good but the game design is disappointing. I see that you are working on more updates so that's a good thing. Hope you take the time to refine it better because the core loop is interesting.
As a person that actually plays tetris (the modernized ones). I gotta say the craftris controls is pretty damn terrible. Softdropping and moving left or right is mutually exclusive. No ARR (auto moving tetris piece when u hold down left/right). No support for clockwise/counter clockwise rotation on x/z. Honestly nobody that plays tetris on keyboard will use up button to spin because everyone use only three fingers on the arrow keys. I know you are following most settings from classic tetris but it honestly feel bad to play this. I am not sure about whether your target audience for these minigames are to, but as a invested tetris and minesweeper player that picked earth for these minigames, I am disappointed.
Craftris is definitely due for a touch-up and rebalancing. In an idle game packed with minigames, I feel like I can't spend too long making one thing perfect or else the rest will suffer. Thanks for being thorough though, I'll try to add all of those improvements when I revisit the minigame. EDIT: The latest version has some significant improvements over the version Pacota commented on. It's nowhere near perfect of course, but it should hopefully be tolerable now.
The wind adventure is so buggy and has poor QoL. Silfinch is an enemy that is invisible and cannot be targeted in any way. You will have to manually target each enemy in order to attack them, which you should have been able to automatically attack the first enemy and so on if you target nothing. Clicking fight and reset quickly results in victory. Really need quite a bit of fixes to make it more playable.
This isn't the first time I've gotten a report about Silfinch, and I think I found why - for some reason the sprite's file extension is in all caps! Somehow this never gave me any problems during testing but I fixed the filename so hopefully it should be fine in the next build. Good call on the targeting bit, it really makes more sense to auto-target, and yeah I should have known not having that button refresh instantly would cause problems. I'll get to work on those things, but please let me know if there's anything else you think should be changed/fixed.
Would really like a pause button for players to catch their breath. Sometimes players would want to stop for a bit and do something else, or they are just feeling stressful from the timer.
Thanks for the feedback! I do intend to provide a slower mode in the future for players to deal with the timer better. I'm not totally sure on the pause yet since it could be abused, but I'll try it out and see how it plays, might be a feature only in the slow mode.
The gem multiplication upgrade feels really bad to work on. The price scaling ensures that the next upgrade will always take longer than the last one, which feels really terrible when you go further after the first few upgrades. Also there really should be some way for ore progress/money upgrade to affect gem production post-infinity. Really looking forward for changes that could make the game more enjoyable in the long run.
After getting all icons and until the point where you can get the store, you are doing the same thing again and again. The buy 5 upgrades button is clunky and way worse than a max button. The idle aspect at this point is nonexistent because scratching 1 card and 10 cards give basically the same money. A max upgrade button near the new cards button would be WAY better because we no longer have to enter the upgrade page of boredom.
The dungeon aspect is made pretty bad to be honest. Most of the enemy is just moving around, not even trying to kill you. The goblin guy chases you but dies to mashing fire button. The upgrade is done pretty bad because of poor difficulty scaling. Most enemies have 10 health and that means investing into attack between 5-10 attack is useless because most of the enemies either die to two hit or one hit if you have 10 attack. The platforms are pretty small for players to dash around. I played to I-V and still haven't seen an actually challenging boss and that's bad pacing. There's probably a boss coming soon but it is just too slow. A lot of things can be improved here.
Y'know...I hadn't thought of this issue, but that's a solid bit of feedback and something I'll look into fixing it by, like adding a mute button that just mutes everything
After I opened the window with the screwdriver, leave through the window and come back, the game becomes unresponsive. Music, graphics work fine but I can't click anything nor open the menu. I am probably gonna stay here till it is fixed.
Some obstacles need a fix. Some of them should be passable and the invisible wall near them should be tweaked. Repair mission is way easier compared to other missions. Monsters in assassin mission should not spawn everywhere. It should be 'No monsters will spawn but each boss will be surrounded by a monster squad that does not respawn on kill' because, that's how boss fight in other game works, isn't it? Also 2 minutes for two bosses with infinitely spawning mobs nearby is too tough for singleplayer. The other part of the game is cool and fun, keep going!
The lag at late game is too severe and use a lot of resources of my computer (maybe it is because that i don't have a display card). Can you make some kind of anti lag options like ultra-crappy graphics on background or make all bullets and sfx invisible?
I wonder why you are making some upgrade completely useless and -some profit buildings are completely garbage. Why are there building that costs 11Tvg each and gives only 1.32Vg every 10 second? Why are there loads of 20% bonus for each upgrade and suddenly a +6000% bonus upgrade popped out? The upgrade really needs some balancing.
-Why can't you make all these champion more unique? Like, if I am an active player I will choose champions with rage mode, not 'mana/rage mode fits my gameplay style, but they are all shit compared to the bonus given by the energy guy, so i MUST select him in order to do some progress '
Things other than these are pretty cool. It is really sad to see some features of the game ruin such a great game..
feature to reroll quests please? i am almost oneshotting monsters all the time and i can't really click 2000 times.. (well, mainly because of my laziness)
Craftris is definitely due for a touch-up and rebalancing. In an idle game packed with minigames, I feel like I can't spend too long making one thing perfect or else the rest will suffer. Thanks for being thorough though, I'll try to add all of those improvements when I revisit the minigame. EDIT: The latest version has some significant improvements over the version Pacota commented on. It's nowhere near perfect of course, but it should hopefully be tolerable now.