It would be nice if you got new minigame coins after reincarnating, or at least lower the timer by a lot. The pace after the second boss really slows down without a lot of resets. I didn't expect that selling prestige levels would give only 60% back; is there ever a good reason to sell when it's not 100%? I can see this game surpassing Save the Earth!, once the pacing is polished up some more. Good work, so far!
I open game, waited for a minute, open game in another tab and 2-nd game didn't load params from 1-st game. But when i open game, waited for a minute and reload page game load params successfully.
I would recommend allowing some degree of freedom of level choice, as it allows for players of a more diverse amount of skill to continue at a pace they like. Also, is there a point to the rotation mechanic? It seems that extremely complex and complicated puzzles can be constructed from varying kinds of 'jump' without the tedium of clicking a bunch of times before you can move to the next piece. I like the simplicity of the interface, but hope this fun little puzzle gets a bit more polish before moving on to create the next game
Thanks for your advices spaz. I really appreciate. I will work on polish and a way to change the too repetitive rotation mechanic. And I have some new gameplay ideas for the 50 next levels, but it is a surprise ;). Thanks again.
EDIT:
V1.1:
- New controls: simply click on a neibhbor to move the black ball
Why bother with a "tap 250,000 times" achievement. At three clicks per second, it'd still take a full day. Even with an autoclicker at 20 clicks per second, it'd take more than three hours
Oh, I also found a bug; if two or more elements are exactly tied for first place, it only counts one of them for the purpose of being a hybrid. That aside, I realized that splitting the bonus percent between two elements is more interesting that I first expected, because it partially makes up for the money-saving bonus of diversifying
A couple of suggestions: Some in-game documentation would be nice, for some of the less intuitive mechanics (Evolving in particular). If the cost per level is going to change, it should scale to level alone, rather than both level and 'tier' - unless the tiers are upgraded to give a bonus as big as the cost increase. (Personally, I think the % increases should apply to the whole team, such that specialist teams are as good as all-rounder teams)
As it is, the best way to train a monster is to spread all its points evenly so it gets as much power as possible out of the cheaper training in the lower tiers. The percent bonus to one element is nothing compared to the significantly cheaper training. It also gets to a much higher level, meaning faster attacks and more stamina.
If you uncheck the quantity of a monster to hire, you can buy them without incrementing their price. This is incredibly exploitable for both dps and mastery
Erm, another comment: Because the cost of meditation scales with total power rather than base power, aren't all the other upgrades besides shadow and time useless?
The eps number seems to be assuming a one-hit kill, if you kill it in under a second. It also seems like it wasn't accounting for eps loss due to overkill. Despite the steep acceleration on some of the numbers (Some enemies have only extremely narrow margins where they are viable for grinding), it's not a bad clicker game
Kinda bugs me that the lumberjack will eventually hit harder than I ever can. Also, fish auto-production can't keep up with my consumption :c Also also, faster selling and/or some kind of injecting-fish-directly-into-my-veins would be nice. But now I'm just griping because I'm lazy. Overall, not a bad clicker game, even if the clicking is a little more extreme than usual
Great, now the world can have infinite more generic 'puzzle' platformers with added lag and crappy physics. Maybe if the game had decent depth, framerate, controls, physics, quality control, or context, I'd rate it higher than 1/5, but there's just not much potential unless it gets a -lot- of significant updates
I open game, waited for a minute, open game in another tab and 2-nd game didn't load params from 1-st game. But when i open game, waited for a minute and reload page game load params successfully.