Relentless creeps - because sometimes, you should have enemies that can't be slowed and have as much health as slow creeps. Why, you ask? Because you were having too much fun actually playing the game, learning what towers are useful. On that note - are lightning towers not the best? Extra long range, stun effect that gathers the creep line together, and an AOE to blast all the gathered creeps. Plus it's one of the only towers whose damage is significant enough to actually kill creeps, rather than tickling them.
It took me a sec to realize that attacks were queueing up, due to Speed values continuing to scale, and that you deliver all queued attacks at once. It's hard to verify, but it seems as though you either hit or miss with ALL of those attacks at once. It seems kind of off, and can really hurt you if you emphasize Speed but not Accuracy.
Great job on this update! I was starting to run out of things to do in-game, just waiting for scrolls to max out in order to make every Skill & Mastery point up to maximum effectiveness (because I'm a completionist). The lineages are pretty simple right now, but offer really nice rewards. It gives me confidence that future updates will also be well-done!
Are rubies useful for anything besides purchasing cards, and getting out of jail early? The current game mechanics system is reminiscent of Clicker Heroes, which I think is a good way to go, but not being able to trade cards in order to stack them in specific ways (like you can with Gilds, in Clicker Heroes) really cuts down on their usefulness, and seems to prevent the use of any kind of strategy involving cards.
Well-made, but as a fan of rogue-likes in which skill is more important than random rolls, I don't like the game balance. Every single death I've ever had has been due to circumstances I could never have possibly avoided, due to simply running out of resources I was already extremely conservative with (i.e. have to be chugging 3-4 mushrooms after every single large encounter, as a fighter, just to break even). And I've played long enough to have some great (seemingly) runs... they aren't satisfying enough to make up for the tedious ones, IMO.
Thanks for your feedback. The balance is absolutely something that is still a work in progress. The ideal point I'd like to reach is a game in which perfect skill leads to perfect results. As in every single game should be winnable given enough skill and knowledge on the players side. The game, as you have pointed out is certainly not quite there yet. All I can say is I'm working on it. I'm totally fine with the game being hard as hell I just don't like situations that are essentially just 'roll a dice' and you lose.
Why would all of the cars become MORE difficult to control at lower speeds? It wouldn't hurt the challenge of the game, if a simple timer was used in conjunction with the current star rating system.
Awfully inconvenient UI is the understatement of the year. I was confused about how to get components working at step 3 of the tutorial, one of the cheapest upgrades available COMPLETELY RESETS YOUR PROGRESS? And this is all before the slightest hint appears that the game will be ANY fun whatsoever. Spoiler alert, it isn't.
The RNG in this game really leaves something to be desired... the number of times I've died because I miss 5 times in a row against something I should be able to hit 2/3 of the time is infuriating, especially when I know how easy it would be to mow everything down as a mage and never even get touched. Worse is having holy armor and the stone skin spell both active on top of a good natural armor, and still having 1/3 of the incoming hits fly through. The melee combat in this game is a ridiculous grind at best, completely worthless at worst.
It's clear how much this game was influenced by the other great TD games, and it's much better for it! Well made, well balanced, pleasant graphics, AND has a good sense of humor to boot. 5 stars - my only complaint is that it's easy to accidentally sell some towers if you don't make sure to de-select a tower first - it'd be better to have it pop up on the bottom of the screen somewhere instead of taking up critical space on the game field.
The game maps are so ridiculously cramped that it's a struggle to even get a production building completed in the first place. And then, to be able to use even the most basic functions, you have to let it produce for dozens of turns. It makes me think of chess, except that you'd have to jerk off an alligator just to move a bishop. The balance throws off the reward system of the game far too badly - I enjoy the challenge of planning out the upgrades, but it's too frustrating to want to bother, when you can only have 2 options for placement at a time and have to work backwards when planning out trying to connect patches of like resources.
Well done, and no lag! The animations are great, but as mentioned, there are a couple of fixes that could be added to greatly reduce the tedium. I realize farming in real life is not easy, but it'd still be nice to be able to cut out some of the carpal tunnel here!
I knew Idle games involved patience & tedium, but it gets pretty ridiculous when you have to grind to be able to unlock parts of your production functioning offline, and even then, there are portions that never will, despite some requiring as much as 10 hours of activity - i.e. Crysanthema's colony point buff stack. This game is not currently fun enough to be worth trying to mindlessly grind out progress, unfortunately, though it is fun to explore the earlier gameplay!
Solid concepts, but really terrible balance. I can do fine for 100% of the battles, and then get a bad sort and get completely annihilated with no chance of making ANY actual decisions. "Deciding" to grind in order to be able to survive poor boards is not a decision, it's a "screw you, and screw your time" to the player for having played the game.
I love the colored arrows indicating production deficiency! I would also request some kind of indication of a surplus (maybe coloring the item's outer ring dark green or something?), to satisfy the OCD even further. Also, definitely want to second the motion to have an indicator on each item for the number of vendors that are assigned to an item. Keep up the great work!
"The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings." Just started seeing this message today, Firefox 48.0.2...
My only complaint is that it's difficult to set up a control scheme that lets the moves flow well - but then, that's partly due to the problem of using a keyboard, rather than a controller (which would fit this game much better). The game plays well, the level design feels really good, and the equipment options are interesting! Although it's just a demo of the full game, I think 5/5 is warranted
I have to grind a level DOZENS of times to upgrade a weapon completely. Then, if I want to progress, I have to grind to unlock a weapon, and then grind several dozens MORE times to make that weapon break even with how well my previous one was doing. Unlocking the magnum should have felt like an achievement, but it sucks bad. It's not worth grinding through tedium for hours in order to maybe have a fun time on the last level.
Coming back to play this after the edgebee finally reduced the barrage of microtransaction-garnering game design choices. Still infuriating - you level up abilities to gain a fraction of a percentage increase in effectiveness, yet enemies come equipped with vastly stronger versions of them. For example, it'll take 40 levels before an Illusionist can finish the beeline to Charm (let alone level it up enough to make it reliable) yet there's a level 25 mob that casts it freely, with 80-85% success each time. Don't get me started on the mobs that cast Heavy Tax, and can steal up to half a character's gold, before running away. I suspect this game was designed to wear out keyboards by causing players to bash their heads into them in frustration.
Thanks for your feedback. The balance is absolutely something that is still a work in progress. The ideal point I'd like to reach is a game in which perfect skill leads to perfect results. As in every single game should be winnable given enough skill and knowledge on the players side. The game, as you have pointed out is certainly not quite there yet. All I can say is I'm working on it. I'm totally fine with the game being hard as hell I just don't like situations that are essentially just 'roll a dice' and you lose.