Thanks, spacejanitor! The decision to expand the game will depend on which score it will reach. We have taken risks to implement this kind of game mechanic and if the players will appreciate it, I'll be very happy to create more maps and more kind of cells.
Interesting idea, and well developed.
Haven't managed to beat the game yet, is there any synergy between the different aspects or is it better to fully focus on one?
Took 20 years for me to finish.
If this game still gets updated, there should definitely be a mechanic to opt in/opt out of promotion to the next league. I don't think I won a single tournament between year 2 and year 20, and rarely even got to the quarter-finals.
Also once you get to "check out out 170 points" it pointless, because you almost never even get the opportunity for that check-out. It should be maxed at 140 I think. In the endgame nearly all the points come from getting 180s.
Well, the game's certainly not too easy...
I made it once as an archer after a bunch of failed attempts, died dozens of times in other classes, partly bad luck/bad drops, mostly impatience.
I wonder if taking the side quests is even worth it, most of my deaths happened there. Maybe going straight down (or coming back right before the end) is a better strategy.
So, I played this game way beyond the level of reasonable (prestige +1000%), a couple observations:
- I wanted to reach the point where using the +100 click button actually makes a profit, but I didn't get there. After level 1000 you make so much money it's impossible to tell the difference anymore
- to get all the items definitely leave the journey events for the remaining legendary items to fill up,
- prestiging early and often is obviously the best strategy as many others have said, I think linking prestige to level gained would be more logical
- there seems to be a bug for offline earnings, after you come back to the game, if you switch to a different tab and go back again, you get a similar gold/xp amount. it's helpful in a the early game a bit.
Otherwise switching tabs occasionally gained a lot of gold/xp for me too, but I couldn't reproduce it consistently
I honestly don't see how this version improves on the original at all.
The original was interesting to me, because it was all text/numbers based and not visual.
I don't know if comments here are still monitored, but two nice features in a part 2 or so (if hopefully there is one), would be for scrolls to stack - like if you get a thunder scroll with an active wind scroll, to kill all the non-zombling opponents with throwing stars, or flame+gold have coins also count towards the combo, something like that, and secondly, make the missions unlimited with some algorithm increasing number of scrolls needed to collect, doors to crash, combo to achieve, etc. Because right now there's really nothing to do for me anymore, other than the 3k, 5k, and 10k combos (and I've given up any hope of getting the 10k at least)
Thanks, spacejanitor! The decision to expand the game will depend on which score it will reach. We have taken risks to implement this kind of game mechanic and if the players will appreciate it, I'll be very happy to create more maps and more kind of cells.