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YORG.io

Play YORG.io

May. 30, 2018

Rating: 6

(3/3) - Both warehouse/stockpile buildings would help reduce the particles that get tossed out if players decide not to disable it as well as giving an incentive to upgrade resource buildings. - More information. When I press Z, i'd like to know what resources are missing from what buildings in order to make them more efficient. The red to green is a good visual indicator, but if my arrow factories need steel and i'm upgrading sawmills and i'm still scratching my head why it's still not efficient. - On the topic of sawmills, change their resource from tree trunk to planks. That confused me since I thought tree trunks was the base resource, not the refined resource.

YORG.io

Play YORG.io

May. 30, 2018

Rating: 3

(2/3) -- Going with the above, a transporter building that works only to move buildings within its area of influence to other nodes within their area of influence. All ammo gets consumed and the building is deconstructed, moved through the transporter network, and reconstructed at a target location. Could be free, could use something like 10%-20% of total cost of the building in crystals to move. -- A building that can store excess ammo or resources and convert it into crystal; It would help accelerate this stagnant portion of the game between wave 50-80 where it jumps from like, 200k crystal to upgrade the base to 1 million and the only thing people would do is upgrade slowly. Don't know about the ratios, but something like 20 base resources: 1 Crystal; 10 refine resources:1; 8 Cannonballs:1 (better ratio because it's ammo and refined); 5 arrows:1 3 energy:1. I don't know how balanced that is, but it's just a start point if you like this idea. Higher upgrade, faster conversion.

YORG.io

Play YORG.io

May. 30, 2018

Rating: 4

(1/3) I like the game, but I can see the addition of buildings to help with common quality of life things. - Like a building that connects to walls and repairs during night mode & rebuilds during day mode. More of these buildings makes the process faster. It uses crystals as a resource to do these things, maybe at an increased cost because it's automated. Has to be connected to a wall and only works with wall segments that are connected to the building. If a segment is destroyed and rebuilt, it starts at level one and gets auto upgraded to the lowest (or to the designated) level. (Don't know if i made this easy to understand or not) -- A building that can store excess ammo or resources: I found myself locked in my box at later levels and I never felt safe to expand since I had to sell probably 5-6 level 7+ towers as well as expand the wall; That would cost a shiny crystal to rebuild. At the very least, this would help stock the towers with ammo quickly.

Idle Adventurers Guild Master

Play Idle Adventurers Guild Master

Apr. 28, 2017

Rating: 1

2/2 (d) approximate success chance for clearing a dungeon. When I started, I had no concept of dungeon quality and it took me like an hour(hyperbole) to get through a 15 room dungeon with a level 4 adventurer. (e) Enhancing equipped items. Currently have to unequip them to enhance. (f) show bought upgrades. I forgot what I even bought. On that note, probably general tool tips and clarity like status changes when equipping items (g) a Tertiary source of gold. Guild hall has a really low gold generation and doing odd jobs cuts eliminates xp. Instead of an either/or option, a focus on either/or, but the other is slowed down. I.E Focus on odd jobs, get 30 gps and 5 xps.Focus on training, get 30 xps 5 gps. (h) On that note, I haven't noticed my adventurers get xp for clearing a dungeon. That's all i got. Happy coding.

Developer response from KesacRuyil

Success chance would be basically impossible to calculate, due to how clearing a dungeon works. You can get an idea of the difficulty of the dungeon via the difficulty rating. Adventurers do earn exp upon defeating monsters, but the amounts might be a bit low at lower levels.

Idle Adventurers Guild Master

Play Idle Adventurers Guild Master

Apr. 28, 2017

Rating: 3

Quality of Life notes: (a)Similar to how you can just click S/M/L for exploring, similar thing for dungeon diving. Go into the dungeons tab, click adventurer 1/2/3/4 etc. (b)Items tab more streamlined. Instead of manually clicking each ingredient to make an item, automatically make the required components. There's like, 5 things for plate armor and looking forward, it's kind of boring constantly changing tabs being like "What component and how much do i need to make this...?" (c) Still with the items tab, Equipping items: Instead of clicking everything and picking the adventurer, have the adventurers lined up and have armor and weapon be a drop down tab.Have something similar in the individual adventurer page. (1/2)

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