It's a weird design to me that you make separate upgrades for Every Color -> This Next Color, when you could arguably suggest that, well, since I'm converting White to Red, and Red to Green, arguably that means I'm converting white through red TO green.
as someone who develops wrist-pain easily, it'd be cool if there was an easier way to maintain focus. Like, maybe holding the button down slowly fills focus, but you don't get click rewards for it.
9naeS: I'm fairly certain the idea is that the more you upgrade the stamina skill, the more valuable skills that recover missing stamina are, since those skills usually recover percentages, rather than flat amounts. Alternatively, since the Hermit eventually unlocks a skill that lets him gain mana from each resting goblin, the increased rest times can also be used to buff those periods.
It would be SUPER nice to have an option that says you can't click the +10 or +100 buttons if you can't actually afford that quantity. I don't want to buy *up to* 10, I want to buy 10!
I think it'd be nice for an option to turn off the part of the multi-buy keys that lets you buy less than the multiple amount. I'm a bit of an OCD person when it comes to upgrade amounts, and having 34 when I'd rather have 25 until I can get 50 is annoying to me.
Follow-up: Maybe that last bit's not entirely accurate, since it seems if the ball hits the side of the paddle it gets sent down, but hitting the ball with the paddle and it going DOWN still seems off. Also, it seems the ball's vertical and horizontal speeds seem like they're independent? It makes it much more difficult to deal with a super-angled ball.
Most paddle games SET the ball's angle based on where it hits the paddle. Since you made this one to MODIFY the ball's angle based on where it hits the paddle, if the ball's going too steep and hits the wrong side of the paddle, it will actually pass through, since its new angle is more than 90 degrees off vertical. That's not to say the modify variant is bad, letting the ball just continue at the angle it was going if you hit it dead-center's nice, but having a limit on how far off straight-up the ball can be would be nice, so you don't have to worry about accidentally sending the ball DOWN with the paddle.
I think the wording on the controls are a little weird. You call it scrolling, when the easiest method is clicking and dragging. "Dragging left or right" makes more sense to me.
I don't feel like everything is super clear on what it means, like the checkmarks for the tiers enabling and disabling selling or chest-making, but this game feels very functional. I'm actually glad that the luck mechanic works the way it does. Most games' sort of prestige mechanic work in that it's additive, which encourages players to grind a few levels really fast, reset almost instantly, instead of using the prestige mechanic how it's meant to be, move farther into the system every time, each time going faster through the previous parts. I like this game, I hope to see you keep developing.
I think this is an amazing start, and that you can make this even better. Personal suggestion: Try to find a way to remove unnecessary crafting once crafters are available. Once the crafter can make housing, the buttons for walls and such are useless.
Had you paired with the Time Gamers site to use the Cloud Save feature? If not, send me a message with some more info (what wave you were on, how many Time Cubes, # of Weapon Cubes, etc).
Once the constant rebalancing is slowed down or sorted out I hope time will be dedicated to possibly porting to WebGL for those of us who have trouble with Firefox but not with Chrome. This seems interesting, but I'm incapable of playing.
Hi PixelHead, thanks for the feedback, We are trying to make the game playable for as many people as possible, and that includes a port to other platforms. Please stay tuned!
Would love to see a WebGL version much like Time Clickers has done, so us Chrome users can still play wonderful games like these without opening an entire other browser.
I've just started the game today but I definitely will say I wish there was an auto-move-forward until the boss fight, much like Time Clickers or other idle games. Though obviously, since it kicks you back instead of having a boss timer, it'd be a toggle-able thing.
A minor request, and one I'm unsure if you're able to control, but because your game also runs as WebGL or whatever it was, could you remove the Unity tag from your game? It adds a notification above the game in Chrome since Chrome can't run Unity anymore, and it messes up the way the screen loads. Only a minor inconvenience, since I can just scroll a bit, but still annoying.
The autocast menu never had tooltips