Heh - finally got AHK to work with this (not really much help tbh and only works meaningfully with the Mothership) - that was some nice crafty detection code in there Zaloran :)
I'm seeing a weird "bug" in my game... about the time I get the "pit", the difference between the sum of the GPS of the units added up and the GPS displayed on the screen jumps from around 0.01% (6-60 gps) to around 2-3% (675000 gps). Its always the same amount +/- 1000 GPS. And always at the purchase of Pit. Not sure its a rounding error (that seems to be +/- .1% as I said) so I think its the value of Pit's GPS that is being incorrectly reported?
The ramp up in durations seems a bit excessive initially:
20 sec -> 20 mins => x60
20 mins -> 2 hrs => x6
2 hrs -> 24 hrs => x12
So that first step is 10 times more than the 2nd step and 5 times more than the last step.
Seems to me the jumps would be better as:
20 secs
5 mins => x15
1.25 hours (1 hour 15 mins)=> x15
24 hours => x20ish
Which feels a bit more linear for expanding difficulty vs duration
Thanks for the feedback! We originally started with a system like the one you're describing. It's true that it's a more natural progression, but we found that players wanted come back at certain intervals and that's what we changed the current system to support. If you are sitting down and playing frequently, a 5 minute quest is too long to be comfortable and too short to spend much time away from the game.
Dev should get an additional star on their rating for explaining the WebGL differences between browsers "in game", and including a few useful tips for different browsers... we probably all know most of it, but just having it there shows they are thinking about player experience!
Thanks Paul! WebGL has been quite an adjustment, I think it will get really good and really consistent over the next few years, until then we all need to do what we can.
Two random bits: 1. Would be nice to have a tooltip on the awards to see how close fox^h^h^hbear is towards an award (400 kill mosquitos for example). 2. Which level for "time is money" :) sheeesh
You know what - strangely there is a good start in there. I'd definitely look to adding better descriptions on the upgrades (and perhaps a different variety - push, ramp rather than hill?, money multiplier? (is that advertising), cheese size?, cheese weight?) and perhaps purchasable mods for the cheese (armor, spikes, better steering, more acceleration). Game graphics are good, shop UI needs some work (you knew that). Controls feel a bit lax - see upgrade on steering responsiveness. But overall for a first attempt at a first attempt I think you did a great job.
Just found out that if you export the game, wait a bit, then re-import the game, offline earnings start working again (from the point in time of the export mind). That may help some people.
When additional equipment slots open up - its possible to equip two of the same item (e.g. equip two pairs of gauntlets... not sure that's either (a) what you intended or (b) physically possible - although for a dragon it may be ;)
Ummmm... yeah - buggy as all get out - watch it fly forwards, then rapidly accelerate backwards to bounce off an invisible wall at the start then fly forwards again at speed... total flight time ~3 mins, on the 1st attempt, which gives enough cash to max out and finish game on second attempt. Hrm...
Hello Paul! On the detection code you should thank Kawloran, I just did the graphics! I hope you're having fun.