@archerbob Yes, there are two cards in the green deck called Sphere Collectors. These behave similarly to the Hunters in the brown deck, where a drop chance over 100% is a guaranteed drop + that chance to get an additional one. Also, yes, red stars disappear during boss fights.
@skyler_w The damage percentages add together, not multiplied. For example, if you have a 200% damage bonus already and you get another 10% bonus, you'd expect a 500 damage card to be dealing 1100 damage, but it'd only do 1050 extra damage instead. The math does add up in the end, just not in the way you think it does.
The moment I bought one weapon speed upgrade, this game became incredibly easy. The difficulty in this game needs serious rebalancing. The impossible badge shouldn't go from brutal to a cakewalk just because of one singular upgrade.
Personally, I feel like some of the nothing drops from killing Kongpanions (as weird as that feels for a story about saving them) should be replaced with coins. That way, it feels less like you have to choose between attacking Kongpanions and collecting coins. At least this feels like a game, unlike crap like Mergest Kingdom.
Reminder that you can move with WASD so you can avoid aggressive enemies more easily. That way, you don't get thrown into a fight you might not be able to win.
@hulkster1182: You get golden bricks by prestiging or occasionally from the daily bonus. To prestige, go to Boosts in the upper left, then Restart near the bottom.
Much better than Please Don't Eat Me, plus I do like how the Impossible badge is a challenge and not just simply "Do this thing but like, a lot." All we need are customizable controls because A and D just aren't working out for me.
While I am enjoying this game, is it possible to color code the skeletons so we can see how they died? For instance, the normal, white skeleton could be for old age, but starvation could be red, dehydration could be blue, and black could be from exhaustion. It'd make it a little easier to see where I'm failing my people.
These achievements are much more in sync with what idle game badges should be. Enough to get a taste of the game without needing total completion to do. Thank you, Kong.
I do appreciate the changes, but there are still two things that need to be addressed: The food stuck on the cutting board glitch still exists; you just have to be faster. There's also the badge for getting 100k points in one game, which is harder than some impossible badges on this site!
So, the biggest gripe I have with this game is that you can accidentally activate powerups before the game even begins. Since you can buy powerups with real money, I'm going to assume this is a feature, not a bug.
The clickboxes seem a little sensitive at times and I've noticed the bottom of the play area has a big dead area where clicks never register, even if you're clicking on a valid item.
The badge balancing is way off for this one. I got the Impossible badge for 1 million power and I'm not even halfway to the hard badge for reaching level 160.
Okay, so after extensive testing and failures, I got The Works. This one's really tough. You have to start with the human and get a feat bonus. Try to surround your targets in fire and/or pits beforehand, as you can't use scrolls once a feat triggers. Bull Rush a large enemy with at least two health back, pinning it between you and another enemy with pits/fire/the edges of the arena surrounding everyone. This requires a LOT of luck to set up and pull off, so good luck! I got this in a 8 white dragon hunt.
If you had the prerequisites for the new achievements prior to the addition of the second set of badges, just finish a game (even if you resign) to get them awarded.
Please give us a desynth-X or desynth-all option. I'm at the point where I'm filling out the Museum and I end up getting an excess of items that I'd rather just convert to bonus time.
This is a cool idea!