This game pissed me off in 20 seconds. The speed of falling, ability to navigate (and getting stuck on the walls), and line of sight combined make this crappy. 2/5 The idea is good tho, but this just does not work.
There is a new idle game that is more of a long term online RPG like clicker heroes that is still in early stages and characters will not be reset, you can be in guilds and fight with other people, get ahead while you can! IOUrpg.com
There is a new idle game that is more of a long term online RPG like clicker heroes that is still in early stages and characters will not be reset, you can be in guilds and fight with other people, get ahead while you can! IOUrpg.com
There is a new idle game that is more of a long term online RPG like clicker heroes that is still in early stages and characters will not be reset, you can be in guilds and fight with other people, get ahead while you can! IOUrpg.com
There is a new idle game that is more of a long term online RPG like clicker heroes that is still in early stages and characters will not be reset, you can be in guilds and fight with other people, get ahead while you can! IOUrpg.com
There is a new idle game that is more of a long term online RPG like clicker heroes that is still in early stages and characters will not be reset, you can be in guilds and fight with other people, get ahead while you can! IOUrpg.com
The only bug that I see, is when you get to the end of a round and only have 2 colors left, you can build up and take out 20 at a time and get thousands of points on the same round. There should be something to trigger the end of the round when you get down to 2-3 colors so I cant just sit here and rack up points.
I have been experimenting, still playing since my first comment.
I do not quite see the significance of cargo multiplier in the long run. I have tested it with 50x cargo and 600x cargo multipliers from beginning, and hardly see a difference in the increase to exp gain rates. At the beginning you can literally get all skills from 1-10 in twenty minutes, but with the same tactic it takes an hour to achieve all upgrades to 11-12.
It seems the mission multiplier makes the most significant difference in exp rate gains, could you please explain cargo multiplier for me?
Thanks
If you aren't carrying any cargo how do you expect to get space rich? Do you not like space richness? You could be carrying vital medical supplies to some plague stricken colony on the fringes of civilised space. Think of the children.
My longest playtest is the game I have ongoing since posting on kongregate, I am aware there will be balance issues, there are three multipliers working together to generate points, cargo, speed and mission, all three are required to make significant gains plus balancing ship to ship combat modules, I'm surprised no-one has mentioned armour repair with regards to balance yet, I'm well into the 10^4 range since yesterday...Overnight ships do not look the same as active play ships :).
Neat game, good concept, but too easy. Also the ship does not even have to connect to itself, my guns are in the bottom right corner and i have max cargo, my exp gain is ridiculous because of the multiplier every round and no engine so i accumulate exp even longer period of time. Every enemy dies in about 3 shots and I sit for 30 seconds. I had everything at level 1 skill, and got an additional 500 1^10 exp before I died again
It would be quite possible to make rules regarding module placement, I did think about it too, but I figured most of the people would construct their own rules regarding how they put ships together, and can change them as they feel. I know my own ships always have engines at the back ;)
Why make a game where you are not even capable of playing longer then 15 seconds at a time? The jumps are nearly 95% impossible to make even with perfect hand eye coordination and no lag. Its like flappy bird for crackheads.
hey there thank you for your comment. I tried to make the game as fair as possible. The spike's hitbox is smaller than it appears. The level designs were made tricky though, like the block that is one slot farther. you need to jump at the edge of the block before it to reach it. or the stairs which means you have to jump before the middle of the block before it. it doesnt require pixel perfect timing, you will even be given a chance to make it up if you slip a few pixels. you can check out a gameplay video on youtube to see how it's done. Thank you once again
Very fun game, but mouse sensitivity needs to be improved. I can not complete past level 23 because the mouse can not get enough momentum without going off screen. Maybe a full screen mode could solve that, or a push-release shooting style instead of drag and throw.
3/5 I really liked it, hope it can be improved to finish the game.
Due to the lack of a tutorial, I hope this helps.
Black print on shop upgrades is 'power' of upgrade, gold print is the cost.
"CLICK MONEY"
Amount of money you collect per click
"CLICK QUALITY"
The 'strength' of your click.
"AUTO CLICK"
The speed which your game automatically clicks
Look at the arrow, under the 00% of level complete.
"QUALITY MULTIPLIER X2"
Doubles your production of earned money when completing level
"WORKER SPEED"
Self explanitory
"INCOME-INTERVAL"
Under your income, is another income related number with a '$' symbol,
you reveive the listed amount of money when that cycles over.
A helpful tip, make sure you raise the level any time you can at all costs,
even if it does not reach your award where you get 2x Q-multiplier, because every level
you increase (like arcade game 3 to arcade game 4) you get additional
income per second. Its probably the most important thing about the game.
Great game, however one thing that holds it back drastically to keep long term interest is the maximum of 2 coins per breaching multi-verse. It should be based upon maximum reached 'buildings' (eg. 100 buildings = +1 coin) / or maximum income (eg. e9 = +1 coin, e10 = +2 coins) or even both ways perhaps. Perk coin cost and effects can be altered, but I do know that people do not like receiving 2 coins max as a result of doing the same thing over and over. Ironically it puts a negative monotony to an idle game :p
After you purchase mutant tangerines, you can basically let the game play itself and all other purchases become redundant to even buy, you actually lose money from purchasing previous upgrades. The only thing to buy after mutant tangerines is 5-D, then wipe the game for 2 coins. Its got great potential but end-game is disappointing.
4/5 great job, none the less!
Done. "quit" command implemented on version 1.0.2