Sevenchance, that would depend on what time zone most people are located in. Different time zones (as well as when people are available) might mess up attempts to do that.
the game has a lot of potential. Even without knowing much of what to do, it's pretty fun, and the art style is really nice. That said, though, it somewhat suffers from a lack of a tutorial or some info on what most stuff do. Though, with guess and test, I guess one could find it all out, but it makes it sort of unfriendly to new players.
Holy crap, I've never played a free game that's got me so excited, so in the zone, and at the same time feel so powerful (especially after the boss) as this game has. At the same time, it forces you to strategize and carefully pick a build that suits your style without being so overly-complicated that you need whole wikias dedicated to just finding good combinations that still don't suit your style. Holy hell, definitely my favorite game on this website.
I feel that an actual timer for how long until a spell is available would be useful. I currently have no idea when it would be ready, just which ones are faster than the others.
This is a complete rip-off of another idle game called Sword Fight, just with different graphics and music slapped on. The mechanics are exactly the same. Hell, even the names for 80% of the mechanics are the same, such as focus (which also works the same way, point for point), riposte, berserk, counter, combo, the list goes on. The upgrade tree and build mechanic are also exactly the same. Such a god-damn ripoff.
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At the same time, it's not so intense that it's really rage-inducing. That, combined with the absolutely stunning graphics and the rather generous (not in a bad way) rate at which health is given, makes it like a relaxing but challenging dance, which you really wouldn't expect from a bullet hell game.
That said, I have one complaint. While the random spawning of enemies is great, it's also really unpredictable. I've had enemies spawn right in my path and get through even the best weapons and wisest target choice because I had no time to prepare for it. I feel some sort of ahead-of-time warning is needed.
Absolutely loved this feedback you gave us! amazing, you're totally right, I should make a Ghost-time spawning time in order to give the player some heads-up on the enemy spawned. also I could control if they spawn too close of the player too. I'm really glad you loved the game!
Absolutely love this. The unique simultaneous evolution of the powerups and enemies makes it incredibly replayable, especially in the beginning. It makes the player learn each enemy and weapon and forces us to constantly come up with new strategies, making it a bit of a puzzle too (in a good way).
The bullet-blocking is also a great mechanic, as it forces you to choose your targets wisely. It really breaks the whole idiosyncratic mold of, "The enemy can only hurt you if he touches you."
Also, it would be helpful if we had tooltips describing why each resource is important. I have very little idea why i need to get merchants and priests, for example.
I feel like the game would benefit by being able to switch fighting styles and perhaps even stances with hotkeys. I've accidentally clicked the shop way too many times when trying to switch to dual blades.
I think I've encountered a bug. Whenever I switch away from the tab that this game is on, the current battle finishes, but it doesn't spawn another fighter. If I switch to in-game tabs like Equip, the text just stacks on top of each other and it gets messy very quickly.
HepiSmajli, bugs take much more than 3 days to fix, and this isn't even a bug or an error. I don't work for the developers, but you can't expect an allocation problem to be solved in a few days. Most take months when being worked on by AAA companies.
Might be a bug, but whenever I go to the map and select a location I want to go to, the name "Hohum" appears on screen for a brief moment, as if it was a location. It usually did so when I was travelling from Fnarr's place and around mid-game. Like, just before the chainsaw part. I will see if I can get more details of it.
Sidenote: I was NOT prepared for that jumpscare at the window.
Absolutely loved this feedback you gave us! amazing, you're totally right, I should make a Ghost-time spawning time in order to give the player some heads-up on the enemy spawned. also I could control if they spawn too close of the player too. I'm really glad you loved the game!