Nice music, but I feel like the rules keep changing during the game. Blocking pieces change health seemingly randomly without notice.
Could also do with click+hold=light up affected pieces.
wow, okay. Soft resets also reset faction coins (I assumed it meant regular coins). That makes future playthroughs boring until able to choose a faction (which takes more time than it should, btw).
I also agree with everyone that progressions for upgrades (e.g. mana regen) should persist through soft resets, and mana regen should be tied to mana used, not spells cast.
Finally, gems seem WAY too grindy. Maybe keep them at 1T and add an option to trash gems for a 10% (instead of 2%) boost for this reset only?
okayish game, but there's some problems. Several of the day/night lania are switched. Timing is really screwed up- you can get the best lania in less than 2 days, but most achievements take much longer to get. The achievements for buying things should go 1/10/25/50/100, not 1/10/50/100/150. There's very little difference in lania- their bonuses should be increased 5x to differentiate them. You balanced clicking beautifully- agi is actually better than int if you're active- but strength is useless, and experience almost useless. The best strategy is to rebirth at age 1 a lot of times while you build up lifespan, then go for the better monsters. Also, there's a huge jump in cash when you get midas hands. Finally, not much point to achievements later, and it's impossible to tell how much they help. Really needs other upgrades (e.g. item to change aging speed faster or slower). It's frustrating not getting the monster you want because your stats are too high.
Great game! A few bugs: 1) Upgraded megabomb does NO damage. 2) Pausing the game during a level won't pause the progress indicator. 3) Final, final boss starts with less health sometimes. Not bug, but flamethrower does very little damage until upgraded, so it's not really worth it early. I also agree that magnet should be easier to get (maybe 2k like shield?). Upvote so devs can see!
Can you make The Fulliverse easier to get, or add more exponential perks? It takes 40 hours straight of stock market to get it...
http://tangerine-tycoon.wikia.com/wiki/Strategy#The_Fulliverse
@ShiitakeWarrior: Not true. The number of ucoins is based on how many tangerines you've made when you breach- every 5 decimal places is an extra ucoin. For every 5 levels of UpGod, you will increase the number of tangerines you make by 10 decimal places, which nets you two extra ucoins.
The perks are pretty seriously imbalanced, IMO. Some good ones: every 2.5 levels of UpGod gives an extra uCoin every breach, Improved Efficiency 10 will make your breaches take half the time (maxing it will make breach times be 6% of first playthrough). Some okay ones: Insider trading will help you keep track of what stocks to buy and sell (though there's still some randomness to the stock prices), and Clicking Power will help you with the Power Trader achievement and first few minutes. Bad perks: Running start (the last upgrade only saves you a constant 30 seconds per breach, and it gets worse the more Clicking Power you have), Lucky Charm (costs WAY too much to be great, but 75% max Double or Nothing chance with guaranteed losses if your win rate is above 80% makes it bad enough to put here).
Great game! Hope to see more from you in the future; definitely planning on getting the steam version :-)
Here's how I'd rebalance:
-Only allow MP/HP regen in potions (Currently OP)
-Merchants restore mana for gold (Gold is almost useless except shady dealer because there's so much more stuff to sell than buy; elemental spells useless due to mana issues unless using OP mana regen armor)
-Doubling the elemental damage and physical defense of new enemies from level 10 onward, halve bleed/decimate damage (levels 1-10 are great for beginning, but enemies seem easy/blur together afterward- not much strategy required)
-All created potions become non-museum artifacts (with harder enemies, made potions should be much more useful- but there's simply not enough ingredients to go around)
-Gems appear at all levels, not just deepest-10 (the push to higher levels is artifacts, perks, and new ingredients, not stats)
-Balance leveling (at floor 20, I was half the level of beating game)
So, is there no end in the wilderness? I went like 40-50 screens in, finally died because I ran out of health potions and the "Sick" bar finally did me in.
It's a shame- really wanted to see why MC's village was invaded...
So a few tips:
1) Once you've got Gold, EXP, and Turn dreams, farm level two and use the exp crystal and defeat the difficulty 19 monsters for almost 2k exp per entrance. Use scrolls/arrow rain if having trouble.
2) The abilities I used most were Treatment, Paralyze (for bosses), and Fright. Gold collector, Repainting, and Healing are the only really useless skills later on. Less colors means more essentially more mana- I ended with a YYRPP party; all enemies have better or same coverage as rainbow parties.
3) The scroll that refreshes the board is really useful. Time steps and potions are better until you can use Treatment consistently. Items work on chests. Gold is plentiful late-game- don't worry too much about using items for them early on, focus most or all of your money on dreams.
4) Health honestly isn't that good until you can reliably use treatment. Put as many levels as you can in damage/abilities. Some attack tiles give +3 attack.
This is a great example of a game that would be amazing if a little more thought was put into UI and balancing. If you changed it to key-based instead of mouse-based, and made a reason to upgrade things other than strength, it would be one of the best games on kong. Still decent though.
Tip- exchange everything BUT your lumber cards. Lumber is the hardest resource to get that you need in large quantities; upgrade things like your booster in one go.
Serious tip- have one tab be premium content. You have premium content EVERYWHERE, which makes it seem like there is a lot more than there actually is.
This is bat**** insanely awesome. Every level feels like months have been put into design. The engine still has the CW feel to it, even though it looks completely different at first sight (and has a lot more depth!) I just finished through level 8, abstract, in one sitting. If any game on kong deserves a 5/5, it's this one- rated and favorited.
With 0.08, we've reinstated it with a cap while we implement the better system for it that will allow you to use hero souls for lots of things.