Few observations. 1. Stage is pretty large for an idle. No real need to have a scrolling arena. Would love to see the character sprites change every few levels to reflect their strength. Names of the characters are largely irrelevant... could be removed. Some kind of character description (fighter, healer, ranger) would help. (Maybe they're grouped by type on the list.) Equipment drops are really infrequent... I'd like to see more drops even if it meant more worthless stuff.
Terrific. Reminiscent of old puzzle dungeon games. There are small inconveniences but overall it's thoughtful and well-made.
My most significant criticism is the inability to back up a step or two rather than having to start a level from the very beginning.
The icons along the bottom of the main stage I first mistook to be a timeline or something... rather than independent buttons to take me to various screens.
There's some opportunities to improve the interface. For example, if you "show" your player profile, the "show" button should also serve as the "hide" button rather than going up and hitting "back."
Also, I would expect to see all of my level-up features on the character profile that I see when I hit "show" under their name.
Yes I'll be adding that in the next update (show button can also be used to close player profile), however player stats will need to remain as that player's own secret. Given the scissors-paper-stone nature of the combat in SHSD, the more you know about your opponent (his stance, skill build, stat build, element build etc), the easier it is to counter his moves.
If they're not collecting income, that's a feature and not a bug. I just tested this myself and the clones were collecting income. Please PM me if you're still seeing this issue, I'd like to figure it out.
The coins-per-second (CPS) on the very low levels for high-power characters seems much better than fighting at the most difficult end. I believe that once all your abilities and such are up to about level 50, you'll want to invest all of your money into HP. The dragon on Level 100 is a one-hitter for at least 400 HP.
The extra shop items have dubious value based on their price. I've gotten my second banker upgrade because that's clearly going to accelerate my advancement, but then I thought maybe a pet would help me clear monsters more quickly (and accelerate my earnings). However, based on the dubious nature of the other expensive upgrades (like the Inn... seriously? My heroes never die.) I would hate to get stuck with a squirrel that hits for 2 HP every few minutes.
Anyone buy the pet?
To those asking for graphics (and the developer), I think there's some merit to it. I would love to see graphics illustrate the relationships between the different purchases so that visually inclined people (like myself) can quickly understand the production relationships and see where we might have bottlenecks.
When rolling over a research item, perhaps indicate in that item's window which of the resource requirements I'm meeting (black) and which ones I'm not (red).
Few observations.
There's plenty of room on the stage to have the three most common tabs all showing simultaneously. Jumping from tab to tab (population to buildings especially) is a bit tiresome.
A button to equalize or "evenly distribute" all my workers would be convenient.
I know this is asking a lot but having some kind of pictoral representation of my fledgling village along the bottom of the stage would be really cool. I would love to literally see it grow.
Import and Export work just fine. To IMPORT a game, copy the import code. It will be on your computer's clipboard... that's where the game is going to look for it. You don't actually paste the code into the game anywhere... it does this automatically.
Here's an import that takes you up to about 50 Tech Companies (though the last "iPear" company isn't affordable yet).
BEGIN EXPORT -43D063B3739333C3B383A3C3531363539373D033D033532343932353334383324373D373C3D38363D0C3C3635343436333639373C393D0C3C3635343436333639373C393D0A3D0636343D3331363A3938383A343B3A343A3A3537343D0435373D33313935353C3B34393B37383C353B3A3D04333A3D3331393838383C3A333A3434383B3834393D0433333D3331363A393B34393C383C3638333A353C3D0433333D333136383C33393637383B3733343B3B373D0433333D333137353833363639343C333B3C3C3C383D0433333D33313437333B3335333A343433363B37383D0C333D333138383B3833393938343935383B363C3D08353D33313C35333938353C3A3C3939363B3A3B3D033D33313B373738393A353B36393537363C343D0330333F7330343F7330353F7330363F7330373F7330383F7330393F73303A3F73303B3F73303C3F7D0330333F7330343F7330353F7330363F7330373F7330383F7330393F73303A3F73303B3F73303C3F7D0B303736393F7D0- END EXPORT
Perfect length! Finished in one casual sitting... it took me through the grindy middle easily and it was easy to see the end coming. Excellent game balance. Fun, too, in a simple clicky kind of way.
The quantity of bombs is limited yet they drop automatically. I waste a number of my bombs on bare ground simply getting to my targets. In terms of game design, this is terrible. The motion of the plane is sort of fun though.
Feels recycled like I've played this game about 50 times in other forms. No truck upgrades. Adjustable tuning that seems irrelevant. Unclear goals (aside from making it through the easy, unimaginative courses). Meh.
Yes I'll be adding that in the next update (show button can also be used to close player profile), however player stats will need to remain as that player's own secret. Given the scissors-paper-stone nature of the combat in SHSD, the more you know about your opponent (his stance, skill build, stat build, element build etc), the easier it is to counter his moves.