Needs either a reset or a max level that equals buying all skills, so different weapons can be tried without starting a new save. Having spawns form on top of you and doing damage to you is ludicrous. And the randomness of enemy types is a joke - a BAD joke. Undead Warthog at level 1? I'm still trying to kill the scorpions!
so I can't seem to do the "don't use grenades" mission in level 1. I complete the level (and boss) without pushing any buttons at all... yet still can't get the quest to complete.
By world 24 it has become obvious that scaling is imbalanced. No matter how many trimps I assign to a single field, none of them make a difference (plus, I can't afford to assign my full work force, because the only way to generate a significant amount of resource is via my army). Essentially, all the doubling tech is pointless, as double my output doesn't scale with exponential growth of the cost of everything. Further, I cannot build enough resorts to house enough trimps to use my coordination (I currently have 5 backed up I can't use because I should expand my territory 'a bit' first. How much is a bit? Who knows?!? What I do know, is that I cannot expand as fast as I receive tech, and most of the tech is pointless to my expansion anyways.
Another great game idea I would have paid for on steam... but decided to go micro transaction instead. Final Fantasy Tactics meets Mugger In A Dark Alley Demanding Your Wallet.
This is a game about narcolepsy. And Jack the Ripper being a cave man. And while it COULD have been fun... it isn't. It's a click fest on a rapidly decreasing board where every 'upgrade' adds more frustration and more tedium, without rewarding the player with anything enjoyable. In fact... buying certain upgrades (diggers) will actively slow you down. As if the game didn't already do that, from the every increasing number of clicks per tile (the amount removed per click is capped, so eventually you have no choice but to suffer through the clicking... clicking... CLICKING!) to the end of level that insists on coloring each box blue before turning it black again in a sequence that gets longer each zone because there are more tiles to color and it goes at the same speed as the first zone. Oh... and the designer decided to prevent auto clickers and speed hacks, just so you have to suffer through ever. Agonizing. Minute. Enjoy!
OUCH - my balls ! Good points though - and ones I'm going to try to address with an update today ! btw I have no idea what speed hack is - I am totally in favour of them though as they sound RAD. ** UPDATE 10.0 should fix a bunch of those horrors ** next up in v11.0 A COIN MAGNET :O
Two fish, two steaks, and a head of cabbage... and I'm still hungry at the end of the day. Something seems off by the food requirements. Either that, or Farmer Brown here's going to be 900 lbs and have to make his door a double wide.
This is, without a doubt, the most polished idle game I've ever played. The descriptions are worth reading, the graphics are exactly what they need to be to be top notch for the genre... I would have played the hell out of this on a handheld. In fact... I may try and port this to my Raspberry Pi.
Few issues with the math. For one, block over 100k should (according to the text) = 100% damage reduction. I still die. Occasionally I die to monsters with negative health. Also... Veteran artifacts don't scale with legendary items. Around veteran item level 2000 I'm fighting (and getting loot from) level 100000000 monsters. Stats are (no surprise) better on level 100000000 legendaries than on veteran level 2000 items.
Pros: the aiming system could have been interesting... this would have been ideal with controller support. Cons: A top-down shooter with bullet hell elements... with SCREEN SHAKE?!? Are you serious? Also... mines. Mines don't work on turrets... so expect to fail any mission with a turret later in the game if you want to push your mine skill (which is most of the levels). Mostly this game plays out as a grind fest, bad rpg style, for gold to upgrade your ship just to survive the terrible design choices.
I agree with Wujin on a reset button for skill points, especially since I can't tell what skills are going to effect what weapons. +shotgun works with 'shootgun C1'... and I assume the much later 'shootgun'... I have no idea if it will work with anything before that (X-Gun-44, I hope... otherwise this was a waste of non-refundable points for the entire midgame). Same with sniper damage for the second tier. If you're going to give us limited use skills, at least denote what weapons they work with. Do stun/poison skills stack with with weapon effects? Even the walkthrough doesn't give details that are fundamental to making good choices. Cash can be ground out by replaying missions... skill ups are forever. A bad choice early on is crippling since you can't unlock better weapons if you can't pass the levels.
Well played, sir. Well played. The game needs a few additions... expanded missions, more reason to play the economy, etc... right now I just alternate between auto targeting pirates until I clear the sector, then farm its asteroids for cash to buy upgrades in the next sector so I can start again. But these things can be added in a second version... maybe a 1.5, maybe a Astrox 2. More variation in art, and more reason to zoom in close enough to see the art would be nice, too. Still... this game is 5/5.
As a sequel I would suggest actually going away from the idle genre. What you have here has great potential for a successful time management game. I love the idea of growing beautiful bonsai trees for profit, and with your procedural growth, you have the capacity to make some magnificently wondrous pieces. I imagine a bit more of a developed UI, a 'quest' system with customer requests, upgrades for appropriate pots and tools as well as growth speed to allow players to grow larger trees in the time allotted, and you could have something more mainstream and even commercial. Still, for what this is, this is the first idle game I've rated 5/5. Excellent job.
Thank you for the high rating! I'm inclined to agree, the concept is good and fits with the idle genre, but could be so much more. At the moment I'm working hard at making a better painter, so whatever the result it will look less like a string of moldy turds, how I implement a game around that is still a little up in the air, so I will take your words into consideration. :)
So you have a level that requires you to listen to a set of sounds... and then repeat the order. And you have an option to mute the sound from start.
Brilliant!
The only game I know where the longer you play, the worse you get. Every level your odds of getting something with each whack go down, making you struggle to afford upgrades just to keep up. But, hey! You can always spend ridiculous amounts of real money for another 5 minutes worth of gameplay! It's only $1.10 to refill my bar... which I spend in less than 20 clicks of the mouse.
Thank you! Bug DEFEATED!