Simsler: archive.org has a copy of manowar's guide: https://web.archive.org/web/20230903144519/https://www.kongregate.com/forums/1058760-incremental-adventures/topics/1868557-basic-guide
Simsler: it's doing that because that's more efficient than using higher layers. Layers 1-4 will get you to layer 30 and beyond, as long as you unlock the higher layers manually. Low layers are your engine, building up to bigger and bigger numbers. High layers contain floor skip upgrades (and other upgrades that basically don't matter).
Can confirm, the final boss on hard mode really is hard. I'm pretty sure I could beat him with Tasha's bleed damage, but she can't beat the previous two waves. Meanwhile Berem can barely damage him because fire magic doesn't stick. ...Can he be set on fire? Maybe that's what you're supposed to do.
@syylone This appears to have idle game mechanics. When you hit a wall, press "new raid" to reset progress, and you'll breeze through the early levels, gaining new rewards. As for swarms, I think the trick there is to upgrade healing and HP. Enough HP to survive to the next heal, enough healing to heal most of the lost HP.
Hints for anyone having trouble earning the badge: (1) There's more evidence to find than you'd think. Just because you've filled the left page doesn't mean you're done searching. (2) There are four suspects in all. If you only have two or three, keep searching! [MAJOR SPOILER WARNING FROM HERE ON] (3) If the end screen tells you you still need to find a certain character, make sure you find that character before entering the last room. Like, immediately before. (4) Thanks to a glitch, you can earn the badge when you have only three suspects. This is because the third suspect is actually correct, and the game registers you clicking on it, even though you don't yet have the evidence to support it. After clicking, reload the page to claim your badge.
Status update: making progress with the next batch of content, but I still don't have an ETA. In other news, I think for this next version I'll let you replay the Angel's levels and the Student's levels without actually having to unlock those characters. (It's easier than explaining why the levels are locked...)
Status update: I'm working through a massive overhaul of the UI, after which, if all goes well, you won't notice anything different. Yep, I've spent two weeks on something that will hopefully have no visible effects, and I'm still not quite finished. In the long run, this will make things faster, but right now all I can say is "sorry for the delay."
I'm working on other things (like the trip home) at the same time, but nothing is progressing very fast. Hopefully by next week I'll be back to full efficiency.
Status update: new cutscenes released! That means instead of that "end of the line" popup, you'll get a bit more of the story each time you finish a tunnel.
Status update: I've been delayed trying to fix a nasty bug that shows up on Android/iOS, but I'll try my best to have the new cutscenes out by the end of the month.
Status update: still quite possible this update will come out at the end of the month. I've done a first draft of everything and a second draft of almost everything, but I need to do some more revisions and draw a few new poses.
Status update: mostly done with the various new cutscenes, but not quite. I'd say it would be out soon, but there's a different update coming in a few weeks that may take priority. (Depending on timing, I may or may not merge the two updates into one.)
Late status update: I've written a first draft of all but one cutscene, and I'll do that last one tomorrow. I'm also considering how to handle the two story threads that everyone's still waiting for. I might end up releasing them in stages, with a few levels and a cutscene each time, which should buy some time as I work on the conclusion to each one. Note: both storylines end with a Cool Thing(tm), I haven't programmed either Cool Thing(tm) yet, and I won't give out any more hints about either Thing(tm).
My favorite part is the wall jumping bug, and the fact that you can get really huge jumps that way. Maybe instead of fixing it, you could design levels around it?
Status update: Who else is tired of the "end of the line" messages at the end of each tunnel? Because I'm working on cutscenes to replace every single one of those, after which I'll finally be ready to get back to the story. Disclaimer: this will take a while, and the story will take even longer, so don't get too excited yet.
Status update: finally done! Sorry if you were expecting a longer update here; even this much took longer than expected. Hopefully that cutscene is worth it. ... I'm not sure what's next, but I'll let you know in the next status update.
As of this writing, I've just finished choreographing a very short fight scene. Which character do you think the Angel is fighting?