It looks like the gold production is linked to having your people employed in gaining the "iron" resource. I currently have 4 people (2 in farming to prevent food loss, and one each in miners and masons), and am still experiencing an increase in gold with direct relation to the increase of iron.
A couple of things I would say could be changed/looked into. First, and probably the most important, is the pause function. If you pause it then go to another tab/window, the game automatically resumes making it impossible to check messages or do something else without leaving the game. Second, and this is a relatively minor thing, but change the button from saying "restart" to saying "try again". The reason for that one is just that it's a little confusing if you're playing, die, then see a button that says "restart"; it almost makes you think that there's no way to save or get to the shop.
To ammend my earlier comment, I'm now fully maxed and can still only barely make it past the second gate using the rocket glitch. And I can only get that far if I'm lucky enough to not bounce more than twice on the first gate.
The gates seem to have no set limit on minimum speed/strength required to get through. On top of that, this is a MAJOR grind-fest... I've got almost all the upgrades maxed, and yet still no sheep collected at the end.
Text bug: at the first guardian, the text reverted to "Kaz" even though I'd renamed the 4th character as "Hiei". When he showed up on screen, right after that, he had my character's name (Tenchi).
I'm getting the same box glitch, but after I invest and collect one of them before collecting the upgrade. Another bug is the timers read 0:1:1 in the countdown. They should at least be saying "0:1:01" until we get to tens of minutes; I noticed this for seconds 1-9. Then, the last thing is the accuracy of combat, if you included butter then you'd keep the cow theme and give us something else to purchase. You might even be able to put it as having a limit of 10 and reducing spread as an effect.
It's a good game, but what's with all the ads? I finish a level and 2 open up; I go to the shop, and 2 open up... I'm on Kong all the time with no ads, so having all these show up is extrememly distracting and takes away from the game.
Here's a bug for you, Nerdook. Turning the music on/off requires using the sfx mute to bring it back. Likewise, turning the SFX on/off silences everything.
Moving in the air is needed, because if you can adjust in real life, you should be able to in a game. Money isn't earned quickly enough to warrant the initial armory prices to be that high. Shooting should be auto if the fire button is held down (mouse or keyboard). And finally, after the first play, do we really need to say "Yes, we get what the controls are...again" every time we start a new run? I could see every login to or as a tuitorial at the beginning, but for every run? If this were your first game, I would be able to give it a solid 3/5, but you have at least 16 other games. This tells me that you have experience and should know how to fix these things. but until that happens, I must give it a generous 2/5.
The "basic" gun should be a full-auto, for starters. The different armors require a lot of grinding to get, the glasses are seemingly more important with the increase in accuracy but have no effect... this game is lucky to function with everything at default bonus and high prices. On the plus side, damage increases do have an effect on your shots fired.
much better but stil much to do. the next thing to work on is that "luck" aspect, example being my shield at 84, but it still peirced and killed me. you may want to implement a %- system where after 75 shield, your chances of peirce jump from 10% up to 25% or something like that. another thing to consider is the shop/camp buttons in the corner, they're a tad too big for the game screen size. over all, i'd say a 3.5/5
Part 9 of the Variables section in basic training was missing a semicolon...DON'T FORGET THE SEMICOLON! :P
/*Also, just as a "refresher" of sorts in the same section, that last part could almost be turned into code using what we've learned so far with parentheses and comments*/
//Couldn't resist doing all this, minus the numbers.
You say this was supposed to mimic a launch game, yet even those give the player control of their character. To me, this has the feel of an idle game, much like "anti-idle: the game" to be honest. As such I would've given it a 3...but with the upgrade/launch grouping, I must give it a 1-2/5.
The controls are stiff, but that does ease with upgrades. The build up of speed is not an issue as many games do that (you may want to take a look at "Zombie Slash" for reference). Aside from the controls being a little stiff at the start and the mouse being too -for lack of a better term- "inaccurate", the only thing I have to comment on is that there should be a "mute fx" option in addition to the "mute volume/music" that already exists. As is, I'd give it a 3/5 with room to improve.
I'm fine with the current upgrades, even though there could be more weapons. What I would like is more in-game achievements. You already have the car upgrades there, but what about the people and their weapons? As for the steering, however, it feels too loose at max; I would recommend switching the first and last ones around to firm it up. In the future, you may even want to consider upgrades for the weapons/people themselves, something like better accuracy or faster fire rate with each upgrade. 3/5
thanks for this. will fix