Great concept for a game. I like the basic layout. Some thoughts on ways it could be improved... combat quests should tell players the cooldown / cycle time when choosing. It would be nice if it was easier to downgrade or replace quests, so you could quickly try a number of different builds to see which one you prefer. Tavern UI is clunky and sometimes buggy. Many of the costs are a little screwy, and a solid rebalancing pass would help. Offline mode would be a great addition. In place of, or possibly in addition to, the regular "tutorial" message popups, it would be nice if there was an actual help menu you could access for information on things like AoE damage, healing, defense. As it stands, I see this as a great concept for a game, but not yet really a great game.
Thanks! We're hoping to get to add a lot of things into the game now. Definitely need to tweak values and add more info for sure. We went really light on information to keep from overwhelming but we need to show a lot more info to help players make better decisions!
If you earn 0 gems per second, boosting production of it earns 0.5 per second for 10 seconds. If you earn 0.15 gems per second, boosting production earns 0.3 gems per second - the boost is actually *less* effective when you have a trickle of income to work with.
Just had a long run. Endgame observations: 1. Exponential interest is very OP. If you're going to allow it, put a cap on how much players can earn per round (maybe limit how much players can have stored at once to something like 100,000). I literally could not spend money as fast as I earned it by wave 110. Got tired of clicking on upgrades about wave 125, and by then the game essentially played itself forever (I read a book while clicking "skip wave" every few seconds). 2. There's some glitch with very high money. Somewhere around wave 200, it started setting my money to 0 at the start of every round. Which was odd. 3. There's also a glitch with tower hp. My tower's hp kept radically changing, despite no enemies getting near the tower. 4. Crowd-control abilities are too strong with very large numbers of projectiles. Perhaps rather than having them be on-hit, have them be an independent rate? E.g., "2% chance per second to stun the nearest enemy". 5. Out-of-memory error on wave 501.
I don't understand how people are making these runs out to wave 100, 200, 400. I'm lucky if I get to wave 70 before I get untargetable glitch-cubes that make me auto-lose.
The bug regarding glitch-cubes is fixed in the newest version. Hope to see you at wave 200+ soon. ;)
If you still have problems don't hesitate to contact me or XmmmX99.
Ran into the un-targeted enemy glitch again. For reference: was about wave 60; had darkness, nature, earth, air, lifesteal, multishot, and rapidfire attack upgrades. Only defense upgrades were hp. Held out for another 8 or so waves, then got a whole bunch more untargetable enemies at once (like 4 or 5 of them) and promptly died.
Got two invincible enemy cubes that just sat on my tower doing damage. They'd get knocked back by nova every now and then, but my tower never shot at them. Eventually they killed me; rather frustrating.
For your first run, keep it simple. For the first ~14-18 waves, get just enough damage to one-shot enemies (you can see their health on the top), just enough attack speed to kill them before they reach your tower, and spend the rest mostly on resource / wave with a little on resource bonus. Then just drive your attack speed and attack damage up really high; you should have no trouble reaching a mid-30s wave before dying.
http://i.imgur.com/00psgYP.jpg Turtle complete. A brief thought on late-game balance: consider making spell costs increase with each cast, so as to encourage players to be judicious in their spell use. It would also mean that getting a really high score would not just mean grinding out build-destroy-repeat indefinitely, but actually planning a careful path that minimized how many spell casts were necessary. Even on medium, the challenge disappears once you can earn more than 1200 gold in the time it takes you to assemble a single large structure that you can blow up with a single cast and the grind returns.
@bizcuit144 The space expansion generators work correctly. But they only modify *core* land, not land from included systems. So unless you've bought city in void / moon / planet / dyson sphere, your core land is precisely 1 gha. And that's all that is benefiting from the space expansion research.
Need to be able to buy more than 10k at a time. 20 million local service companies (for example) just took me 2000 clicks. That should take about 2 button presses.
The balance between up-front cost and ongoing wealth drain on research buildings is a little wonky. E.g., 6030000 qc for a material structure lab then lose 0.05 per second? You would have to leave the game running for *four years* for that little trickle cost to be significant compared to the up-front cost.
What does "Soldiers take 25% more weapons with them" mean? Is there a cap of how many weapons per soldier you can use, and this raises it? Or does it mean fewer weapons get left behind and you can reuse more for future fights?
Some of the looted items can be used in producing further items. If you click on any of the items at the bottom, it tells you a bit about what they do/are for.
Whoops! That was a mistake. Just pushed a fix to that now. It was supposed to be 1710 not 710. Thanks!