This game has some great ideas in it but those ideas get lost without a clear structure. The goals are unclear... are we trying to collect money? Are we trying to advance to some distance place? Are we collecting every perk?
The production values are really good. I appreciate that attention to detail. It slowed down quite a bit after I started on the 9th buildings... that's about when it became "idle" for me. Like most idles, this game doesn't promise to change much as your investment increases. While this is a terrific take on the idle genre — and brings a few new things to the table — it's still an idle, for better or worse.
It feels like my upgrade tracks are too limited and irrevocable. I can't really "explore" the game as I'd like. Also, having only one level to play at a time—when they don't seem to require any different strategies—is a little bit tiresome. The graphics and production values are top-notch, however.
Got to level 6 and my Armory quit working. In spite of the improvements made to game balance since its initial release, I think I'll wait for a substantial point release before really playing this through.
This game owes me an explanation. Multiple moves for the opponent? What do the various icons do? Why don't my shields ever go up? What are the bullets for? No XP for failed missions? (Really!?) Stuck at level 2.
I'm not clear on what the percentages mean near each skill. I'm also not clear on what strategy is conservative, (or if there's even a strategy at all).
I've killed the boss and accepted the Nightmare challenge on Level 10 but I wasn't provided a portal, none of the shops work, and the level is utterly devoid of enemies.
I thought that this game might benefit from some thematic improvements. The upgrades seem a little non-linear and not according to any kind of narrative. Judging by the looks of the village, I really should be upgrading my Public Works department, or my school district, and stuff like that. Instead, I'm "improving" bureaucracy and such... that seems a little backwards to me.
Plus, I don't think the types of characters walking around (and how much money they had "stored" in them) was very clear.
petesahooligan, thank you for the feedback, you have some good points there. I'll think about making the theme clearer. The people and the amount of money they have will be adjusted, probably in the next update. Thank you! :)
How is "bloats" not a word? There were others too that I noticed but neglected to write down. What dictionary is referenced? I like the game and it's a super clever idea... best idle I've seen in a long time.
This game has massive potential but it's being masked by some clumsy interface decisions. It has features that are unnecessary and while it looks gorgeous, its screens are sometimes nonsensical and inconvenient to use. I'd like to see some substantial interface improvements before I rate this more highly.
Me too! We are working on UI changes to streamline training, withdraw, re-attack - stay tuned alter this week for a MUCH more fluid and easy to use UI!
This is implemented now :)