Suggestions: The Archer should have been faster than the other 2 while relying on accuracy for crits for damage, the wizard should have had the best spells and rely on mana management, and the dwarf should have had stronger but slower attacks. The mage should get the CD spell first, because you have more mana than you need early game. Make the last weapon cost around 3K so there’s a reason to buy the midgrade one. Give enemies scaling health for difficulty. Make the mage the final character because he’s the hardest. Make perks buyable, so that you have less gold to max Damage and Speed so early. Add one sheet of story at the start of the game for at least a little immersion. Let spell descriptions be readable in the pause menu, or at least when they aren’t on CD. Add flying monsters to the other campaigns so we don’t just have to aim at the ground. Add achievements that you have to actually work for, instead of ones you get just for playing through the game normally.
Gripes: it is a very bland game. Artistically it's fine, and it runs well, but the only difficulty comes from the mage early game because unlike the other 2 character who have 2 forms of damage mitigation, he has none. With such a small lane no challenge, there's no reason to buy the mid grade weapon, you have to go through 5 menus from the play screen to view achievements, clicking on a character instantly starts the level instead of letting you upgrade. You can't replay levels , you can't view what a skill does unless the game is unpaused, clicking on a spell doesn't activate it, there's no way to tell how much longer your damage / defense buffs last, All the characters play almost exactly the same, with the exception that only the archer has flying types, The dwarf should be the hardest because he is last, but because of the passive AoE, 2 forms of damage mitigation, and 2 aoe spells, he ends up being the easiest.
The skills are a nice touch. I still miss Vortex resets though. Have you considered a skill for Exp gains so if you're really close to leveling you can try brute forcing it instead of going for the restart? Or maybe a skill on a cool down to speed up vortex missions, that way people could decide when they need an extra push
The choices you make in this game would mean more if you knew what they were. Starting the game, I don't know what the different classes are, a lot of skills to choose, I don't know what the differences between them are until I learn about synergy choosing a quest chain, I don't know what the trade-offs are, does my reward change based on my level in the that it depicts, are the time vs reward different for the other branches? What are the effects of the artifacts I'm about to buy, should I save for them or should I level up skills instead? The Skill overview page just looks like someone trying the Konami code over and over again. Adding more quests was definitely a good move though, the UI looks nice and the game seems fun, but I think giving the player more knowledge would just help a lot
I agree with travetious that you should be able to choose to reset or not. O liked the idea that you didn't have to reset for a period of time because it felt like a boost, but now that it's permanent it feels more like a feature was removed from the game. I think a majority of the vortex complaints came from people who didn't realize just how large of a boost it is as it builds up
Jesus, to everyone complaining about "It'll take years to get the next upgrade"...just buy the upgrade you just bought again, and like some kind of mathematical magic, the amount of years it'll take to get the next upgrade gets halved. And you can keep doing this until it's a manageable price. I think it might be an exploit, gonna have to email the creator and ask
I really don't see what the point in capping progression off at lvl 60 was. It's like if an MMO with no endgame just gave everyone max level characters. Now what, there's nothing to do.
small font on a huge empty UI, inverted scroll wheel control, no autosave, upgrade text is red on red background and the higher tier prices don't fit in their text boxes
A lot of people are complaining about balance issues, but it progresses lineally, it's just a time consuming game, which is fine. I do think if you could see the individual gains for buying 1 unit it'd be helpful though
Manm metal was so much easier to get from maps in the last version. Now I'm getting 8K metal a drop when it takes 1M to upgrade my prestiged weapon past lvl 1
I play a shit ton of idle games, but this is the first in a while that I've really enjoyed. I think the use of mana instead of standard cooldowns was a good design choice, but I would like a way to see prerequisites for upgrades though so I know what to be saving and building for
If we could get more levels that would be great. I got it on my phone as well and was surprised at how well it works on it. it vibrates every time you touch so you can tell exactly what your timing is
I think my biggest complaint now that the UI has changed is that I have no idea what I'm looking at money wise. At this level of ludicrous amounts of cash, I think we need an option to let us use scientific notation, or some other method of short hand. I also really dislike that all of the menus have to be dragged instead of giving us a bar. It's also annoying when the price of an item is replaced with the "buy!" icon. The only thing I can say that I like besides the increased goals (which I feel is the only update that we needed / wanted) is that the achievements pop up when you earn them. I really wish I could go back to the old UI
It was a really fun game, it handled well and it looked great but I have three suggestions. 1. Allow people to sell back weapons they don't want anymore. You don't even need to give them any research points back, just let them throw the weapons they don't want away. 2. Increase the difficulty. It was a fine game, but I felt that after I had all my long ranged weapons maxed out it was way too easy. 3. include a survival mode. These are great ways to let players go through some of the more challenging monster combinations that you didn't think would be fair in an actual level, and it's also an easy way to slap another obtainable badge on your game. I hope you keep making games though
That is a visual effect, it doesnt take any of your food :)