I am terribly sorry to hear that. If I had known that WebGL is causing such a lot of trouble I would have chosen something different instead. I might add a standalone/mobile version if the problem persists in later versions. :(
The progression in this game is really frustrating. The only way I've gotten any progress is off the daily quests, because the evolve mats just don't drop, and the rate of actually catching a monster in a run seems to be less than 1%, plus you don't even have any control over whether it's something you even want. Running the same comically easy dungeon or 2 hundreds of time over the course of several days and catching 0 monsters and gaining 0 evolve mats is boring and incredibly frustrating, and leveling up doesn't matter nearly as much as getting new creatures, so no matter how much I polish these uncommons, they're still never gonna be good enough to progress through harder levels. Would actually rather like this game if there was any sense of steady growth.
The intense RNG is getting to be too much for me. Many fights feel like I won or lost for no reason because of good or bad procs or targeting on one side. Farmed pretty much all day while watching streams and didn't get a singe piece of loot to evolve any creatures or manage to catch any creatures, not even weak ones that I could sac to the portal. I'm only on uncommon creatures, I can't imagine how long it must take to see any progress at all later on. It's much more satisfying for the player to be getting small bits of progress from grinding for ages, rather than seeing absolutely 0 progress from running zones repeatedly because all you need is 1 super rare roll.
The funniest part to me is working multiple jobs exclusively to pay for gifts and dates with women, and then having to quit a job or 2 to make time whenever I actually want to date 1 of them XD
Been playing since before neutrals were in the game, but I just can't stick with a game when I can't make any progress for weeks and don't get to see any of the new content for the last several months because the reincarnation requirements are so high. Doesn't help that challenges were super annoying to get, and do absolutely nothing until research is unlocked, on top of being super vague and unintuitive. Would it be too much to ask to have their tooltip at least tell you which races they each work with?
I like the game so far, but the gold income and cost of upgrades is really punishing. The upgrades are the interesting bonus you get for slogging through a bunch of vanilla damage upgrades, they shouldn't be prohibitively expensive. In a similar vein, the bosses don't seem to scale up in gold reward nearly fast enough, resulting in lots of farming little guys, and making progress largely undetectable until you get strong enough to instafrag a higher level boss. Harder bosses are more fun to fight, but their gold doesn't scale up as fast as their defense!
I think the early levels with enemy healers spawn a bit too many, and this is a big reason why people are running into upgrade walls that are quite so harsh. In the levels before healers show up, you can always grind out a few hundred points and feel like you made some progress, but as there's no way to prioritize healers, they build up and quickly outheal anything you throw out, causing enemies to only die in the first few waves of the level, and radically minimizing the amount of income that is possible.
Thanks for managing to take out the event monster exploit, while still keeping thievery good in the legitimate situations that it was already useful in. Keep up the good work!
I would love it if there was an option to customize when health bars display. I get frustrated that there's no easy way to check how hurt my characters are when someone dies while my heal active is up, because I simply had no idea they were even hurt at all. Even just having the bars display on low health characters would be an improvement, although I'd like to be able to just turn them on 100% of the time.
hmm, doing a PARRRfection run, closed the game for awhile, when I come back the objective has a red X on it. Is this a change in how objectives that have not been achieved are displayed, or did it randomly fail me for no reason?
Hi Quagaar, Sorry to hear that. Nothing with displaying objectives has changed. Did you have auto-progress on? Looking at your account, it seems you might have had an internet hiccup on area 140, which possibly failed the objective.
I wish the tooltip didn't list my current resources. Every time I mouse over something to try and quickly see how much it costs, the first number I see is my current resources, and every single time I think "Why can't I buy this? I have that many resources."
Enjoyed the game a bit, although once I started just cranking magic and pumping all my gems into spells it seemed a bit too easy. At least the enemies do shit loads of damage late game, so there's some challenge there, but I feel like that damage output would make trying to play melee incredibly frustrating.
Really like it, it takes a lot of good things from other games, but adds a bit of its own coolness. In particular, I like all the character the game has, with the silly quests going on and all the ridiculous quotes and such on everything.
I do think that faceless still feel a bit worse than the other neutral factions. However, I find it strange that a post complaining about nerfs is so highly rated, when all their recent changes have been either buffs or beneficial reworks. Their base design was flawed, and it's slowly getting sorted out. The comment about the mana change is particularly puzzling, as the 15% chance per assistant to generate mana every second is giving WAY more than the old 40% chance per click, with the possible exception of using an auto-clicker (which they've said they don't balance around in any event.)
I was vaguely enjoying the game, but on the surgery one I can't pull the button out because the cursor doesn't align itself properly, so the mouse goes out of the game before it is far over enough to click the button.
odd quirk, the item revenue bonuses apply on each individual business instead of overall income, so the farmer boots don't do anything until you buy a farmer income multiplier.
Controls feel really wonky. Game keeps sending people to seemingly random squares, or deciding that a click directly on an enemy is a move order and vice versa. Often cannot get the view to scroll to see what the hell is going on during either enemy teams or my own characters' turns.
I am terribly sorry to hear that. If I had known that WebGL is causing such a lot of trouble I would have chosen something different instead. I might add a standalone/mobile version if the problem persists in later versions. :(