Also, all that being said. I like this a great deal. A few minor points could be improved upon, but I just want MOAR! More techs, a less linear path to just get to the last one. A little island that changes as I build crap on it. Things like that. MOAR! Great fun 5/5.
To recap, a discussion we had in the comments yesterday, @MuteVampire deduced the ending from something they did in their first game that I didn't do in mine...
In short, GOOD ENDING ISN'T TIME BASED. Keep exploring...
it'd be nice if after buying the prestige multipliers we just had the new values of speed and damage that the balls are doing, rather than flipping between 2 pages and doing math.
@MuteVampire. Yup, you nailed it. Good find. The rock FTW. 27k score and good ending as a result. I had seen it, I just didn't bother with it. Terrible move on my part. :-P
@MuteVampire. No clue. 4 plays, all bad end. First was over 26mins, second over 25, 3rd 22, just went sub 20. All my scores have been way lower than yours and my stats aren't that far off. This last one was 0 death, 264/89/25/80 and i got 1870. 19 minutes, 28 seconds.
I'm fresh out of ideas, unless that 90th rock is worth MANY points.
Still sour about having to choose between Necro-poison or a new attack in order to deal damage. (RF2 allowed attack damage + previously laid poison damage) not sure why this doesn't.
Spends 40 minutes re-rolling the dice to get a good team. Spends 40 minutes playing the game until I get rofl-stomped by something lower level than my guys. Comes back in 3 days to repeat.
Thank you for your feedback! Yep, initially we thought that perfect stats/team composition is not that critical for players. But we were wrong.
But I hope in the our next game we will not have the same mistake:).
I'm not certain that the toxic poison damage takes effect if I take a second (or other) shot at an enemy. It seems like I only get the value of one hit. Not poison + the hit.
First off, love the game. A lot of tough things, but most all of them add to the strategy... the only two things I really don't like is clicking a potato at 99% hacks it away and there isn't time to react before it's gone. The other thing is, the ogre ground pounding when im standing next to him trying to give him and g.d. potato. Bro, stop smashing and take the thing. Wts?
Still 5/5
I'm really glad you liked it. Thank you so much for 5 starts! I should've made it clear somewhere: the ogre stomping is meant to be a penalty for letting him get too hungry. He stomps more frequently the hungrier he gets. I'd remove it, since it seems to just annoy players, but I think it would be unfair to the people already leading the high scores. As for the potato, clicking it at 99% makes the farmer raise the hoe, but if the potato reaches 100% by the time he hits the ground he will harvest it. At least it happens like this for me at the Unity Editor and in my browser. It is possible that it is different for you because WebGL -the browser engine the game runs on- is still undergoing improvements. That's why games made with Unity many times don't even load on some computers, and there is very little we developers can do about it.
So, theres a hamster and he darts around the screen when i click... ive pushed most of the buttons on the keyboard to no avail... there's a timer... and a red dot that does nothing... i- WHAT THE HELL IS SUPPOSED TO HAPPEN AND WHY ISN'T IT HAPPENING!?!?!!?
***Let me see my damn town I'm upgrading.*** If you had a little image of the town that fills in the buildings and crap we bought and added a hover over that tells us what each thing we bought does again. Maybe have a town gate and the heroes can hang out there. Something. That's the one thing this game is legit missing.
Fun. Easy. More potential than exhibited here... save spins and tickets for later in the game. If you get the free item it will be one of the ones in the shop -better to make it an expensive one...
Yeah, it needed our stats API, and the stats API needed to retroactively report all progress (so you don't have to start all over if you already completed the game).
I appreciate trying to tie the $ for kills device into the plot. But now that I've read it out like that... yeah... may have been better off just not mentioning it...
Thank you for your feedback! Yep, initially we thought that perfect stats/team composition is not that critical for players. But we were wrong. But I hope in the our next game we will not have the same mistake:).