Maybe it should say on the spell description how many shards it will require, even before unlocking it? It's kinda relevant for decision making. Please show it on the spell select screen?
Some things in this game could stand to be more transparent; for example, how do I know whether I have enough time to revert to idle mode when I see a mana trap trigger? Also, how does shard generation work? If a spell scroll is maxed out, do the others charge faster because all the shards go to them? Also, it would be nice to know in advance which spells you lose when you pick a specialization for your character.
I started out enjoying this game, but towards the end it got very tedious replanting all the turnips one by one, by dragging them with the mouses to exactly the right spot, which gets harder the smaller the tiles get. Some form of automation is needed here, or even just keyboard shortcuts. Mass planting, or buying tiles that do it automatically, or whatever, but it can't stay like this. It was beyond tedious.
Could you add a setting for each creation that says "never make this by hand?" Maybe also "never auto-buy this". Maybe you could have three buttons like for the different next-at modes - "1", "2" and "off". Is it too much to ask to give us the tools to set it up so it can autocraft in an intelligent way? No matter how many CC I get, I'll never be able to make enough light or stone to make planets or suns respectively. The settings available to us don't let us deal with this problem, not even with the next-at feature.
Some things I wish the game remembered upon loading:
- Don't default back to the detailed creation view, instead remember that I was looking at the list view, maybe even where on it I was looking at.
- Don't default back to 10,000 units when deciding how much of something to put in the divgen. I want it to remember how much I had set it to.
- Please make the game remember the number of clones I had selected for moving operations. It defaults back to '1' and I have to click that 'max' button again each time I load the game.
For some reason, the damage resist multiplier of UBv2s pretends to be much lower and not start 100%, and the number shown fluctuates weirdly, but as far as I am able to tell, the mechanics still work like they used to. What's up with that?
I just clicked feed all, and it fed shitty food to some of my pets because I didn't have enough mighty food for all of them? What the hell? In this case, it should only feed as many pets as the amount of food you have, and maybe throw up a message telling you that you didn't have enough, but not feed inferior food! :(
Hey, nice to see this game still gets updates :)
BTW, could you make the large number names go higher up? I have scientific notation turned off, but it still displays my power level as E+126.
Long time no see! Yes the game still gets updates, but now that the android version is out, I'm concentrating on my next game for the next months. And you are right, when I started out with the game 2 years ago, I didn't know the numbers will go that high. I guess I can add more of the spoken names.
My game won't save properly anymore. I can only save to the autosave slot, but whenever I load the game, it seems to force load the save 2 slot for some reason and all the progress is wasted. How do I save to the non-autosave slots?
I keep having this bug where after I switch to another browser window, the game will sometimes start applying the hotkey X for deleting Derps to every Derp in the same category instead of just the one I am hovering on. It's very annoying.
There's a minor bug with the way key handling works in webGL / Unity games. If you hold the shift key down and then change focus to another window it'll never get the 'shift-up' event. Unity are aware of this and (hopefully) will be fixed in future updates.
The audio in this game is quite loud compared to other things at the same volume setting. You should probably lower the loudness, or add sliders that let people control the volume of the game.
I really wish there was a way to sell producers. It's easy to buy too much of one, and then it's impossible to get the numbers to line up neatly ever again...
Would be cool if there were tooltips to let you see your earnings per cycle for the ingredients / potions, so you could more easily calculate what makes sense to buy.
The piece images when fusing are way too huge now. They actually exceed the borders of the fusion window that pops up. I think the result of the upgrade should still fit within the window.
There needs to be a way to see how long frozen / petrified units are going to be disabled. Please add some way of getting this information, either in the hover tooltip, or as some kind of overlay icon on the piece itself.
It would be great if you could see your currently selected army on the main screen. There's definitely room for that, and it would help avoid mistakes like forgetting to switch back to your other setup, and things like that.
I hate, hate, hate your game for randomly playing the title animation mid-game, then counting it as a loss when I refresh the page to fix the game. Hurry up and fix this crap! :(
Hm for me it starts at 100% and it doesn't fluctuate. But I will look into it, if I can reproduce this.