The structure of this idle is fantastic but the UI and graphical coding... linking different functions and features to various screens and parts of the game... leaves a lot to be desired.
The game would progress more smoothly if there were keyboard shortcuts for (for example) closing the battle report, and modifier keys for buying 10x of the upgrade. Ultimately, though, this game serves as an interesting idle game but it could REALLY benefit from an auto-advance option for fighting at the highest sustainable level available. (Or something like that.)
The mouse overs is to show formation abilities. Only crusaders with formation abilities behave this way and not all crusaders have formation abilities.
Hi Pete, Thanks for the feedback! If you click, but don't drag, a Crusader, they will be highlighted on the bench with a flashing green box, so you can see their name.
I feel like the Buffs are largely unnecessary. I rarely find the need to use them and I feel like (since they are activated and disposable) that it doesn't work well with the idea of an idle game.
I wish that it were a little more clear which heroes were benched and which were in the field from the bottom marquee.
Also, (and I don't see this often in idles), I'd like to see some place where I can examine a hero's total individual DPS stack... the bonuses, the base damage, etc.
I really like this treatment of the idle concept. It's certainly stronger than Clicker Heroes. This game will be sure to dominate Kong's idle category for a long time.
I'd love to see the upgrade screens with a menu title so that I know what building upgrades I'm looking at. I'd also like to see the Upgrade button become green only when the purchase requirements for an upgrade in that building are met, rather than having it be always on (i.e., "green").
I'd love to see the Stock tickers remember my view settings from my last visit... the span of time that I'm seeing each ticker and also the "all" toggle state.
The twitch-reflex aspect is interesting but the overarching goal is a little mysterious. The coins block the view ahead, so that's irritating, and the shop/powerup wheel is confusing. The tracks are a little boring... at least on the dozen or so levels I played. Good platform but lots of room for improvement.
Thanks for fixing. Few observations: The planes move erratically. It would be nice if they were slightly slower overall. My town quit taking damage at some point (I think after an armor upgrade). The weapons seem to need some balancing... shotgun is great, missiles not so much. I'd prefer waves rather than continuous. Eventually more variation in opponents... bosses, etc.
Thanks for the feedback. We really appreciate that. Unfortunately the game was just a test for the engine we wrote so we are not planning on spending more time on that game. Nonetheless, we will try to fix the bug.
I think it's a solid platform and the gameplay controls are outstanding. However, I found the missions a bit repetitive and similar. I would have liked a bit more variation in my opponents and the arenas. Also—small thing—the tooltips on the salvaged items cover important ship data. I'd like to see this tooltip info popup on a mouseover in some area that didn't have any dashboard information instead of hovering on the cursor. (FWIW)
The mouse overs is to show formation abilities. Only crusaders with formation abilities behave this way and not all crusaders have formation abilities.