I'm probably dumb and/or missing something obvious, but I can't find the second clue anywhere. Got the third and fourth one, but the second is nowhere to be found :\
Took me couple tries to figure out that you don't need to hold down space until the enemy corpses are absorbed, that made the game much easier (or rather possible to get to decent score). Other than that it's short but sweet, hopefully you can do more with it.
thank you! extended version is confirmed! we'll add lot of features! link is on the description if you want to follow up the game development on Facebook ! maybe this afternoon I'll be polishing the absorb system in this kongregate version!
Well, one thing this game is missing is scientific and/or engineering notation. Mind you, it's one of the most requested features for incremental games that for some reason don't have it, so I might as well mention it right now.
You know, I feel the game would be far more visually pleasing if instead just resetting the circle upon revolution it would instead shrink to nothingness for the next one.
I loved the first one for being a nice puzzle platformer… This one is platformer hell with slippery controls and quite unfair level design. Sorry, I don't think I'll be buying full version.
Gaberjcat2: Farming SP can be a long process. It's better to start once you've decent gem and power orbs conversion rates, since you'll need a lot of money and energy. Having at least 5M UPXP also helps immensely. Now, the key to gaining lots SP quickly is the fact that when you speed up upgrades you get everything that would've been produced if upgrade actually took the time it needed. So find yourself a planet, fill it with universities (manually. It's the worst part) and start upgrading. If you have 5M UPXP you'll be able to simply upgrade everything and skip to the end point instantly — the price in science for that is negligible compared to your gains. Another trick is to apply best possible overclocks to your buildings before upgrading them — it will multiply your gains accordingly.
Speaking of fleets… Conquering planets with several of them at the same time is very fun, but also very tedious — for every travel you need to command each fleet. Perhaps we can have a way to group them and then command the entire group?
Amendment to my previous comment: the price seems to always be calculated from the position of nearest selected fleet, so it works on every level — be it between planets or superclusters.
Small bug: if you have fleets across several galaxies go to one of them and try moving all of them at once to other planet in that solar system. The price and the time will be calculated as if all fleets start from the same planet (as far as I can tell) which allows for extremely cheap "teleportation".
I'm starting to feel that planet scale operations are too small for me. Can we have solar system level of tile operations? Things like "fill every planet with buildings". Newbs won't be able to do it due to high prices (and you can plonk high UPXP wall as well), but endgamers will surely appreciate it.
skitszo: I've made the mistake of making 50T of them… It takes 250P energy to move them to next planet. With 99% discount. Maybe one day, when I'm supreme overlord of a hundred blue suns, I'll be able to afford it…
After spending some time farming quillite I have a couple interface suggestions: add the way to apply the last used amount of ore in the plant; let us crystallize liquids from inventory if there are free plants— it would save so many clicks but wouldn't actually trivialize the process. If that is not possible, separating fusion znd crystallization into separating buildings would help a bit. Perhaps hotkeys to switch to next/previous building on a planet, as well as one to actually start fusion/crystallization. Blue information dialog is really annoying during mass fusion, please let us turn it off.
One thing that would be really welcome is the ability to attack the planet from the shipyard view. Especially with planet actions panel being as glitchy as it is. Or at least give us the ability to turn off its animation — it's really irritating when managing several fleets. A "Default action" hotkey that works on hover (like upgrade one) would also help a lot. I know that double click does that, but, once again, during the conquest it adds a lot of clicks and creates a lot of problems (first click summoning the actions panel which afterwards just stays there until you click on empty space). Sorry for the rant, but this ires me most in your otherwise awesome game. :)
Beautiful game, but… I wentright, got double jump. Went left, dropped down the hole and now I'm stuck — can't jump high enough to get past area with two spikes, can't get out, can't even restart. Maybe I'm missing something obvious or simply bad at games, but it looks like I'm done here.
So... Managing Kongpanions is already an ordeal, and it'll only get worse as time goes. Did you really have to go for the Zynga style "as time goes it stops working"? Why should we send them on expediton one at a time? It's 52 pointless clicks at the moment. Going through the list I dread the time I'll need to feed them, since that is click-heavy as well. Also you're using Kong stats to restrict and penalize me. Somehow, I'm not sold.
Thank-you for your feedback! Definitely we'll look into ways to improve the game and the features. It's still a work in progress, so please bare with us!
Edit by SumGato: v1.1 now allows you to select multiple kongpanions!
thank you! extended version is confirmed! we'll add lot of features! link is on the description if you want to follow up the game development on Facebook ! maybe this afternoon I'll be polishing the absorb system in this kongregate version!