So, there's still scale issues. I maxed out all the slots and upgrades... then had to wait another 20 minutes while I played a game on another computer, until I had enough resources to complete the space race. It was otherwise fun, but you still need to work on having both a good first impression (getting people to play the game for more than 20 seconds) AND a good lasting impression (getting people to want to play your next game).
Thank you for the feedback, I'm glad you found some fun in the game. Over the next few updates there should be some content added and a couple of new features to help with both scalability and replayability!
An interesting idea. It doesn't quite pan out, because the miner upgrade doesn't ultimately change your $ per second (accumulation of the money means a slower miner covers less distance per second, but the $ per distance is higher, ultimately giving you the same end result). Still, I don't think you should give up on this, as the ability to think of different mechanics in a idle game is a precious resource. Let's see what else you come up with...
Hey, Devs. FYI, I'm still getting that Unity Player launch error. I don't know if you tried to fix it or not in the multiple patches you released, but thought I'd let you know it's still there. If it's just me, well... sucks to be me, then, I guess.
A game that doesn't work when it loses window focus is not an idle game. At least it looks nice. I'll check back later and see if you've polished up the experience.
Since the relationship between stars/mastery/coins and reforging is still not clear to many people: Reforging doesn't actually give you anything WHEN YOU REFORGE. You earn the production bonus right when you get the star by crafting enough materials. You earn the coins right when you unlock the new materials. Reforging only keeps the production and coins you have (and later, money), and you get to earn the star again, giving you a chance to earn ANOTHER bonus to production, when you re-earn that same star. You also get to unlock the materials again, and earn more coins right when you unlock them (Tier 3 and up).
And yes, now that I've thought about it, I do see the problem where, 6 or 7 resets in, a soulbound item with multiple Dragon Staves could be auto-killing bosses, but I still think nerfing the combinator is kind of lame.
Wow, limiting the combination to 1 magic effect really ruins the combination strategy, and makes any attempt at a creative strategy for soulbound items worthless, since now the only thing that matters is DPS. Coupled with the decreasing critical on combination from the last patch, there's really no reason to ever combine any gear with anything other than a crossbow now, since the only strategy becomes "kill it before it gets to you". That also makes the healer's role worthless, since there's no possible way to get enough high-level healing without doubling up on magic effects. Add that to the removal of the Dark Night from loot drops, and there's no longer a viable "outlast" or other strategy besides raw DPS. It's really kind of disappointing when you have the opportunity to build a neat strategy and then it just goes away in favor of min-maxing.
You obviously don't understand the concept of an idle game. "It's idle until something happens" is not an idle game. You should look at the mechanics of some of the more successful games (idle, sort by popularity) and see what's actually pleasant about them before trying to diverge from something that's almost formulaic, just for the sake of diverging.
If your inventory is full, and you try to use the combinator with equipped items, you will lose those items (like the irreplaceable ranger ring I just lost) when you take them back out of the combinator because you can't put it straight into your equipment slot.
I wish gamemakers would include a list of what sites their games need to connect to, for those of us who use adblockers to protect from trackers and harmful scripts... If I don't know what sites to allow, your game never runs.
Game is hosted on github and uses pure html5, (we didn't test on safari or ie). There is also a google tracker but isn't required to play the game (I have adblock and can play the game without any trouble)
As others said, this is almost unplayable, due to lag. From the outside, it looks like you've probably got some number crunching routine running once per zombie, instead of a larger group calculation, but that's just a guess. Whatever it is, it's killing your game.
Thank you for the feedback, I'm glad you found some fun in the game. Over the next few updates there should be some content added and a couple of new features to help with both scalability and replayability!