The fact that a lot of the upgrades, equipment and overall speed to the game is tied to waiting insane amounts of time to collect small drips of daily freebies, or even in the case of the offline battery, a vital part of most incremental games, is kred exclusive, really ruins the game for me. I understand game devs need money, but there is a vast difference between games built for their actual intended purpose, for gamers to have fun, and games built around making a game be horrifically boring and slow unless you pay money to improve your gameplay.
It's a solid start, but this type of game needs a lot more information. Right now there's a main page giving base stats, but we need a detailed breakdown of all stats and where they come from. How much total % gold and material are we getting and from what places? What's our first strike chance? How much exp do we have and what do we need in total to level? A lot of the greats in this category have a page dedicated to stat breakdowns and what sources contribute to them, and it is more helpful than one thinks, it helps you know what's working where and how to plan builds to cover weak points.
There's a game breaking bug with late game production; If you can fill the quota for a high chain item, like cars, at 0/0 production and speed, fill up all parts needed, you can slam production and speed up to make insane amounts of goods. Sell back production and speed to 0/0, add item in, raise it again.
Yes, we're aware of it, thanks! We're trying to figure out how to fix it without breaking anyone's save as it's a bit complicated. So we have to be careful with it and won't rush the fix.
Finished the main 31 paintings in just under 22 hours game time, the game is very well balanced and there's never really any point you feel stuck, rare in this incremental games, very well done. Only suggestion I have is a buy all button for the right side improvements, there's too many to buy one at a time after soft resets. Otherwise, a great idle game, fun to watch, fun to play. Perhaps a future game can include custom paintings submitted by other users?
Maybe a quality adjustment button for late gameplay? I'm currently summoning in the regions of about a hundred+ meteors and have about 20 phantoms up at all times. Maybe can disable their visuals?
I've added an option to disable particles, as well as an option to disable Time Warp visual effects. That should help a bit. I've also fixed a bug that I think could have been causing quite a bit of slowdown, so that should help too. Thanks for the feedback!
Just out of curiousity, and no offense meant, but why the decision to make the game online-required? No multiplayer aspect that I can see, unless it's an unlock or planned future content. This game just feels more like it would work better with offline play, and it's a bother to have the game crash when internet cuts out, or on a metered connection.
Ever since two updates ago, my auto loot filter button in the Spend EXP menu has said it has been bought, but I didn't ever buy it. Can't filter loot now and can't buy the loot filter exp upgrade since it believes it has been bought.
New update caused my autofilter purchase button to say it has been purchased but it has not, making it impossible to buy and use. Also the auto merge unlock says 200 exp when the update notes says 300 exp to unlock
Is it just me or does the Plinko Board cost increase with each prestige? If so, you may want to put a warning on prestiges, as people who go too fast will end up losing lots of early progress. Can make a huge difference to hit Prestige 5 with, say, tens of thousands angel wings and lots of chest rewards rather then people who think quick prestiges are key and end up in a severe disadvantage with so few wings and rewards.
There are way too many 'permaloss' states before hitting reset with the lack of gold and gem income besides killing demons that can essentially oneshot your heroes and your only saving grace is the warrior getting first strikes. Would it kill you to add a 'gold mine' or other working slot that can gain income, even if at a nuked rate (0.1 per second)? I'm sitting on floor 14 with nothing I can upgrade at all with no gold, and being pretty much nuked by the first mob and doing no damage to it
I think it may help your score if you were to define it a tad more clearly that bonus years add instant progress, I almost joined in on a collective of people who assumed the bonus years added to a time limit. Perhaps on the bonus years page you should add a better explanation of how it works, or at least say the game runs indefinitely? Otherwise, an enjoyable game thus far.
Quick small bug if it hasn't been mentioned. When you view achievements on the second page and try to switch to the stats, it won't, you need to be on page one of achievements to switch back or close out of the window entirely. Not a huge gamebreaker at all but it's one of those 'it still bugs me' things. Otherwise, this is a very nice and solid idle-incremental game. Well done my friend.
That feeling of getting the most normal high-score for mission multiplier (hackers aside), good feeling. Stacking Inferno Plate for all my attack, armor and regen needs, plus extra regen to speed up recovery, a space normaliser to synergize with my regen speed, jolly roger to get right down to business with my inferno plate wall, and a single engine seems to be all it takes to push toward the 'NPCs who have entirely square full sized ships and still get throttled by my tiny frigate' zone.
The ships do continue to grow but no modules are added visually, been toying with the idea of bosses because enemy difficulyt doesn't scale well into the late game. I have got some high score bugs to fix first, motivation is down on that front because hackers.
As for the game itself, the first was a very enjoyable experience for me. This game bounces from being that, but also has a much stronger difficulty to it compared to the first. It may be of interest to include difficulty modes for sandbox, such as an easy mode where enemies drop their "can hit you from across the map for 147 damage with a crossbow" capacity. I have the patience to load autosaves enough to deal with those cheap deaths, most flash gamers don't. All in all though, game is a solid 4/5 for me. Will continue to rekt this end-world economy as I did once before.
The AI in this game tends to switch on the fly from the standard "AI is a cheating bastard" trope, to downright failure on their part. Long story short, sandbox mode, pirates from out of nowhere fly in on their sail-cars, for the lulz I go into the fight knowing I would lose, 1 vs. 7, and the rocketeer among them blasts his own allies in the face with a headshot missile not once, but twice. Before he bleeds to death from his own failure. I now own a windsail car and some extreme late game weapons.
There really needs to be fixes done to treasure chests. they take insanely long times to kill if found too early, and they tend to be bugged and give negative gold. You should include an option to 'abandon' a chest if you find one, instead of need to attack it for an hour or refresh the game, and please look into why chests give us negative gold at times. It's a game breaking bug that is really hurting my opinion on this game, as I'm sure are many others who've encountered the negative gold glitch.
Yes, we're aware of it, thanks! We're trying to figure out how to fix it without breaking anyone's save as it's a bit complicated. So we have to be careful with it and won't rush the fix.