If you do not collect but only use increase limit until you get to Gen 2 the shop does not appear. You must collect Gen 1 at least once to get the shop.
Well... I like 'em short actually. Thees a little arrow on the shops section that makes it look like there might be more options. But it does not do anything.
One the one hand, I am liking this so far. On the other hand, the reset currency, tachyons... none of eht is n the market is even remotely appealing compared to the cost. Realistically, most of it isn't all that appealing at all. I'd far rather spend this sort of stuff on some small but permanent boost than spend it on one shot boosts or automation.
Thanks for your feedback! I want to put some work into the Market. Any feedback about market items, prices, etc is appreciated -- hard to get that stuff right. EDIT: small update to the market today, two new items that should make idling somewhat more viable.
Gotta say, I think this sort of game requires too much waiting not to be running while offline. Also, the meteorite printer turns itself on when you restore a save. (After being offline.)
I have to say, I never recommend requiring mouse scrolling in a browser game. It never works right and it's always a pain to deal with. Otherwise this is not bad.
Okay. Not bad. Somewhat misses the point of the original but that's okay. I think the click end of things get irrelevant way to fast to have half of the upgrades and the deification traits to be supporting clicking over the revolutions. I definitely think a larger variety of deifications would be good. The text of the clicks is a tad tiny. But as I said, Not a big deal. I'm not even using clicking at this point. Definitely needs more sssssparkliesss!
Oh, um... having the mouse wheel spin things is neat. But looses a lot of the impact if the web screen continues to scroll at the same time. Might want to fix that...
So. Not bad so far. The jiggle factor is a tad annoying. Needs a mute button. Id recommend rethinking the way the "agent" works or having a way to turn it/them off. It definitely needs some sort of feedback for data. (How may employees and agents are there currently. What is the total employee bonus etc.) You definitely want more purchasable power ups. As always with idle games, I recommend some sort of "second layer." Perhaps some sort of prestige reset or a rival business you trade sabotages with. Dunno. Just ideas. Keep up the good work.
I really don't know what I was thinking when I added screen shake when you press the button, it really is annoying, lol. I'll definitely fix it in the next update. Thanks for taking time out to give me some feedback. :)
Hello, Volume change don't work, sorry for trouble, I will try to fix it. Voume Change work on all platforms, expect WebGL. I try to find why it happens.
Okay. Nice "Pre Alpha." Suggestions follow. 1. Get the stat and help buttons out of the active play area. Loosing a survivor because the zombie is hiding behind the stat button is inappropriate. 2. Get a pause button. 3. Make clear what the upgrades do. (Manager?) 4. You have a glitch where the heads sometimes face the wrong way. 5. Progression is a tad slow. 6. The turrets do not seem to be particularly useful 7. Please do something about the reverse telefraging. Survivors spawning it an existing zombie and dying as a result is not a good plan. 8). The throughput speeds of the various levels of entry seem unbalanced. I'm not seeing how this achieves anything other than a larger and larger lock up of survivors in the bureaucracy. 9. Zombies and survivors could use a bit more variety in appearance. But that's a quibble. 10. How do you loose? Zombies can not harm the base so...
Great feedback! thanks for taking the time. To quickly address your notes. UI is not final and will absolutely need to be moved. Pause is being worked on, but is difficult to add retroactively. We are absolutely working on it. Agreed, Tooltips and upgrade clarity are needed. The facing glitch is in our backlog and bugs us too :). Progression and balance is ongoing, but does feel to slow at the moment, agreed. The spawn wave system needs to be rebuilt, which should address the irritating telefragging you mention. By thoughput speeds do you mean spawn speeds for enemies? if so, this is being looked into for our spawn wave revision for sure. Variety in zombies, survivors and bosses both aesthetically and mechanically are planned. No lose conditions beyond loss of efficiency and time, this will be given depth as we develop. This includes allowing zombies/bosses to harm your structures for sure.
Thanks again!
Needs another couple of layers. Maybe a clicks per second purchase. Definitely a "prestige" option. (As opposed to "I win") Perhaps now that we have a million pennies it's time to collect nickles.
The temptation to say something derogatory here is huge. But that's not helpful. First, buying "new" weapons. There's a reason why other games don't ask players to pay for a weapon THEN tell them what it does. Going through three more floors before buying what I thought would be another weapon upgrade then finding out I'd bought the exact same weapon as before is NOT a good plan for a game. (BTW the "Choose which weapon you are keeping" screen needs a more obvious pair of select buttons.) I'd far rather see minor upgrades to one otherwise unchanging weapon than this "pig at a poke" style. Next, I highly recommend making resources visible in the shop. Also, you might want to show some points of damage in combats. These are design problems I'm seeing in the first few minutes.
I've changes the weapon system to work similair to what you said. You can now press I to view your inventory in the shop. The damage is visible in the health bar.
*soon*