there is definitely a bug where the max buy stops max buying for individual creatures. A similar comment got downvoted a ton, not sure why. I grabbed a screenshot if helpful but not sure how to get it to you. I have enough max to buy many skeletons but it will only let me by 1. cost 6.29e16 magic and 100 shadows. I have 1.8e21 magic and 1.75e12 shadows. Max shows multiple buy for all other creatures currently (2 golems, 131 shadows, etc) toggling away from max and back does not fix it. Currently only Skeletons are impacted in my game. Hope this helps. games looking good so far.
I think this happens when numbers get too large and a NAN "not a number" error is thrown. I probably need to divide before I multiply in the max cost calculations. Thanks for the comment.
Invest seemed to work the first time I used it. went to do it again and Im pretty sure I passed the same prestige point as last run but havent gotten the bonus.
Would be nice to know what my goal is somewhere for monitoring that I get back where I need to be.
So this feature seems like it will hurt after one night...if Im not mistaken after 1 longer run you will completely cripple your ability to do shorter runs....maybe not, depending on how you spend your points at that time.
got a small positive gain....waited 24 hours....started spending said gain and every upgrade, no mater which I chose, pushed the gain per second deeper negative....no actionable way to make positive choices
I like the idea. As it stands seems to max out what you can do as far as improvements long before approaching ascension. I think the Golem is broken. It says it should get bonus but Im currently rocking 3 inns and 6 golems for 150 gold per second.
Some other resource types my help mix up strategies. Just as an example if you had Wood, you could have some that does 2x all gold production but converts all gold production of the tile below this one to Wood.
And or consumption cards. "This card drains all wood and gold from adjacent cards creating 1 teir 1 card every time it reaches x gold and x wood."
All of these things may give the play more reasons and redesign the cards in play for different varying goals.
Might need either a larger play area, or ability to buy additional 3x3 tiles you can toggle through and have different specialized areas as you expand on the idea and relations between the cards.
Great start, anything that inspires a desire for more is off on the right foot.
Well, maybe i was something cryptic there. With 2 millions (not 5, my fail) and 50 treasures, you can build the first Shrine. Its the final goal in version 0.03. Edit : And 5 holy man. Shrine is a memorial to the saints going into the darkness. If so doesnt work, then yeah, buggy :p I will test later
I really like where you are going with this, hope to see further improvement.
The items you buy spawning all the way at the bottom corner grows tedious fast. Maybe switch to something like: the top bar selects what you want to by, but you clear where you want to place it then it buys it directly do the clicked spot. Would cut out a lot of the tediousness without taking away from the players choices.
I second Sleepingpills point as well, I've deleted a lot of things before realizing that has permanently crippled me.
Id like to see more uses for the chips. Red + blue chips to make purple chips or something like that.
Focused 100% on strength until after I got the pet, spent all secret points on the pet. This seems to be an effective way of avoiding the early game stall in K/D ratio. Unfortunately it seems that a focus on the idle stat "SPD" risks leveling up faster than you acquire the gems to be able to fight higher level creatures, resulting in the possibility that you hit a wall you can't defeat. I'm now 158 and killing things just find still. The idle damage provided by the pet helps a lot in maintaining an idle influx of gems. Maybe give the pet at a bit earlier a level, or some other idle way to earn gems.
I do like what you are going for here, any progress on the updates you have been working on?
certain words should trigger something...like "Dog" has a dog appear, click the dog and get bonus points. Points increase based on the C level the event occurs at. Something to add a bit more to what is going on. Without something more the pace is to slow. In Swarm simulator, which you compare the idea to, there are a number of different ways you can invest your resources which effect your progress differently. There is no consideration behind the actions in your game. This seems to be something many new idle games miss, progress should continue without interaction but what choices are made should require some amount of decision making in how to invest the resources. (my above suggestion
does not solve that without some adjustments)
my previous point about cyborgs is now not the case. max button is fixed when the custom value was added but I can't seem to edit the other comment so whoops. Thanks for the fix.
buy max and buy 1/2 are not working for cyborg. and something is funky about the cyborg purchases at low numbers of available purchase. like it doesn't accurately display how many can be bought. It is really tedious to progress when restricted to 1000 cyborgs at a time.
So I've been experiencing an interesting bug. If I have the browser window open, even if it isn't the active tab, and I am playing a game with a controller (particularly in this case Rocket League), Crafting Idle Clicker will receive input from the controller.
I have twice now accidentally initiated a reincarnation because of this. Which is largely problematic on long term games. I try now to close the window when I play games that use a controller but that both prevents me from make little regular actions while playing other games and if I accidentally leave it open once I'm almost guarantied to do a full reset.
I will try to do some further testing and see if I can better isolate any additional information.
But I think it has mainly to do with Unities default Input manager settings. Though that largely depends on how your code is set up.
Love the game.
...continued
5. sort of an extension to 4 but the player needs a greater sense of the heroes presence. as pyronast points out it can feel like the hero attacks out of nowhere leaving the player both feeling unjustly killed and lacking the suspense that could come from a stronger sense of the heroes presence.
6.a visual effect for your attacks would help your troll feel more like a presence in world. As well as a sound effect to go with the attacks.
7. maybe add some force behind the hits to give the troll a more powerful feel. sending targets flying when you hit them.
All and all I like the concept. a good result from a gamejam.
I think this happens when numbers get too large and a NAN "not a number" error is thrown. I probably need to divide before I multiply in the max cost calculations. Thanks for the comment.