The rare magic forest weapon is basically useless. It's just too slow moving to get to a new target, and even then it hardly does anything before bouncing away
Pacing and scaling are basically broken everywhere. Turret damage basically jumps from 5 to 10k to 50m by peeking back into the game every few minutes. There are so many different kinds of resource, but most of them just increase dps. Since they all come from simply killing enemies anyways, They don't seem to add much to the game besides extra interface complexity. If it were boiled down to just gold, RP, and xp; you might get some some interesting choices on what to spend them on
It is more than a little annoying to be completely winning at reversi, only to "lose" because your smaller hp bar ran out first. And then you unlock autoclick, and it just play terribly :/ I'm totally on board with reversi being used as a means of manually generating resources in an incremental game like this, but there should be more of a benefit for actually playing the game well
I really know what you mean, that's why we made a "Challenge Mode". In challenge mode, winning at Reversi is much more important than in normal battle. Anyway, thank you for your valuable opinion. It is kind of challenging to apply the Reversi to incremental game.
2000 clicks is way too much for a daily. Even at the roughly 1/second needed to keep up the speed boost, that's more than half an hour of carpal tunnel syndrome
Most people are clicking faster than 1/second but yeah point taken, even at 5 clicks a second it would be 6 minutes of straight clicking so I'll see about pulling that back a bit. Ty for the feedback. Edit: Changed it to 500
It is just that someone put 9999999 as the level seed, and that level was then randomly given to you. You only randomly get levels that already exist in the database, and can only create new when you give a new seed.
This would be a lot easier if you could drag the path from both ends, and meet in the middle. I keep wanting to mark known path segments, but then it gets undone
The Buy All button prioritizes things exactly backwards. I'd rather upgrade multiplier dice first (Huge impact), then normal dice (big impact, but can soak a lot of resources if it isn't maxing them out), then combos (minor impact, will devour all available resources). Hardly any of the initial amount makes it to the investments that matter most
It's a bit strange for gold bricks to be worth so much less money per second than normal levels, but oh well. Also, why is it sniper balls that get the bonus on black bricks? They're already the best at taking them out in the end, so why not give that bonus to normal balls or something? Also also, scatter and poison balls are pretty underwhelming
The problems wasn't that exhaustion was too damaging. The problem is that - even if your stamina stat is by far your highest stat - you can still get exhausted right at the start of a match. This leads to situations where you double every single one of their stats, but still lose. What exactly is tiring the player out so much?
It's a little strange to have recipes available before the seeds to grow the ingredients, but otherwise this is a pretty good engine for an incremental game. I look forward to seeing what you do next :)
I really like the way that you do scoring, with the stars being separated from the score, which - as far as I can tell - is proportionate to some 'goal' number of tiles flipped. Good for perfectionists; neither too easy, nor too unattainable to get that 'perfect' 36k
Thank you! There will be better balancing in V0.2! :)