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Talanic's Comments

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Idle Conquest

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Nov. 16, 2014

Rating: 4

Personally, I feel that her voice should be as I encounter in subtitled anime. Foreign, speaking a language I don't understand, with the adorable/hilarious translations. In other words, fine as-is.

Idle Conquest

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Nov. 03, 2014

Rating: 2

Strange. After conquering everything, next time I loaded the game, the conquered territories aren't giving me anything.

Developer response from Yotsuba83

It's a visual glitch. I'm a retard but it has been fixed and will be working properly in the next update. The bars don't move, however the math calculations are still happening. You will still gain gold/troops every 12 seconds or so from the countries conquered. Terribly sorry about that, the reason the bug went undetected is because it only surfaced when you had ALL countries conquered. ~Taiga

Save the Earth! - The Incremental -

Play Save the Earth! - The Incremental -

Nov. 03, 2014

Rating: 5

Nearly any research that provides RP is blatantly not worth it. I would have to catch what, fifteen Speedsters in order to break even on the RP I spend upgrading them? Right now I'm lucky to get three per reset.

Developer response from Zaloran

We are going to rework how the speedster works :)

Idle Conquest

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Oct. 28, 2014

Rating: 1

ShadowDaPup: It only updates when you perform a 'dark knight reset' in the options menu. Until then, your dark knights are banked.

Idle Conquest

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Oct. 28, 2014

Rating: 1

If I read that right, the achievement modifiers stack additively with the dark knight modifiers. That'd probably be one reason why they don't reset when you reset the game - their overall level of effect diminishes greatly in replays.

Save the Earth! - The Incremental -

Play Save the Earth! - The Incremental -

Oct. 21, 2014

Rating: -1

The 'Alien Technology' research should probably give 5% of the 400 trillion cost...or is it a dynamic bonus that keeps on adding as you save up more RP?

Idle Conquest

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Oct. 21, 2014

Rating: 7

Really, what I think this game desperately needs is an alternative use for soldiers as an expended/invested resource, rather than them being a currency for buying other countries as they are now. Like, really assigning a hundred thousand soldiers to guard the trade routes and getting you an income bonus. The next logical step after that would be different types of troops (spies, wizards, etc) with various effects on economy and conquering.

Developer response from CodeRiftStudios

I think if we made this game more complicated like a real war strategy game, people would reject it because it would take a long time to get into it and see all that they can do and what not. People tend to enjoy simple idle concepts most from what we've researched and this is why we designed the game to be this simple. We will only consider more complicated approaches if we notice a large reception of people want this stuff. So if anyone else actually would enjoy more complicated war strategy in this game, please speak up or upvote Talanic's suggestion here. I just don't want to invest weeks into complicating things just for people to turn around and complain about all of the complications that they would need to sort out and figure out rather than just having something simple to play. ~Taiga

Idle Conquest

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Oct. 21, 2014

Rating: 4

Just a little analysis to help balance the game. Gold, right now, is the only important resource because it's used to gain dark knights. Soldiers are only important when they help you gain more gold. The second country to be conquered, Cuoowana, gives approximately 3,000 gold per second and costs 550 million gold to conquer. Cuoowana will pay for itself a little over two REAL days after you conquer it. Also, it is unclear to the player if gold received from countries is augmented by Dark Knights.

Idle Conquest

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Oct. 21, 2014

Rating: 2

That's been buffed, Dennis. 100 dark knights is now 1% more money. Not much, but I got 33,800 of them in my first day's play, so they add up quickly.

Save the Earth! - The Incremental -

Play Save the Earth! - The Incremental -

Oct. 18, 2014

Rating: 2

I suspect that there needs to be a bit clearer labeling on some of the upgrades. Who is improved by upgrades to Troops (alien treasury, African support, etc?) Because those upgrades definitely don't improve all my troops.

Save the Earth! - The Incremental -

Play Save the Earth! - The Incremental -

Oct. 15, 2014

Rating: 6

I agree with Nitrozoom. A perk of ranking up should be the ability to mark one upgrade as permanent. Possibly only from advanced research.

Save the Earth! - The Incremental -

Play Save the Earth! - The Incremental -

Oct. 13, 2014

Rating: 4

Best bubblewrap simulator I've encountered.

Earth Rise Prototype

Play Earth Rise Prototype

Aug. 24, 2014

Rating: 2

Begin game. Unskippable intro doesn't bode well. No, it's not long, but I read about five times as fast as it's read aloud. (Also, every instance of "it's" I've seen in the game was wrong.) Once I'm in the game, I colonize one planet, then hit a brick wall - there doesn't seem to be anything else for me to do. There's a dozen or so variables being tracked (or at least presented to me) but no way to interact with them that I can readily discern. And I think I'd enjoy a stellar colonizing simulator. I understand it's a prototype but you did post it for us to play.

Idle Village

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Aug. 23, 2014

Rating: 3

Actually, I suspect that, long-term, gameplay would be improved by working the entire Resource Buildings interface into the Employment system. Begin by having your people have to manually acquire building materials, eventually end up having enough of an economy that you pay someone else to do so. Capitalism at work, comrade!

Idle Village

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Aug. 23, 2014

Rating: 4

Once you research the higher tier buildings (which doesn't take long) optimal play is too easy. The obvious choice is to stick all your people on the most profitable business and let potato farming, for example, fall to the wayside. I have 115 hatless, shoeless jewelers who apparently subsist on a three-year-old harvest of old vegetables. Possibly, you could make thresholds for higher tier workers - eliminate the current 'Farms' mechanic (possibly combine it and water to an "Infrastructure" abstract) and make the village's growth and maintenance need real food and shelter from employment?

Idle Village

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Aug. 23, 2014

Rating: 0

Also kinda funny that salmon, carrots, celery, etc. don't count as 'Food'. Likewise some of the vegetables could logically be juiced for more 'Water'. But that's all game mechanics, really.

Idle Village

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Aug. 23, 2014

Rating: 3

Didn't expect to like this as much as I do. Wish list: 1. "Sell Some" button next to "Sell All". 2. Ability to expend knowledge to upgrade buildings / merchandise buildings / marketplace (i.e. study prices to get indication of when it's good to sell). 3. Sky view - ability to zoom over the town a la simcity rather than walking the streets, no menus in my way. 4. More simulation of the people - probably not happening in this version, but right now it's a shell with automatons. Giving 'em a little more character would be awesome. 5. Expend gold to encourage immigration?

Space Armada

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Aug. 18, 2014

Rating: 1

Some framework of a game here, but there's graphical glitches that need to be addressed before it's worth playing more. Specifically it looks like there's triangular patches in the starfield that turn my ship invisible if I pass into them. Possibly other glitches as well; that one's pressing enough.

Developer response from 4651365deletedus

thanks for report Talanic

Minature Space

Play Minature Space

Jul. 22, 2014

Rating: 0

Sometimes clicking a + to upgrade doesn't work - usually on second or third routes. Could be related to layers - it's also a hassle to add a planet to a route when the planet happens to be under the route's card.

Up in the Sky

Play Up in the Sky

Jul. 04, 2014

Rating: 5

Upgrading money gain from stars does not appear to actually increase money gained from stars.

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