Maybe I'm just missing it, but where is the timer for how long it'll take to train soldiers? I think it's a bit odd that I only find out how long it'll take once I start training. On top of that, what if I click the wrong thing, or hire too many at one time, and don't click the pay more to train faster radio buttons? I'm stuck waiting for hours on end before I can do something else?! No cancel training button? I'm enjoying the concept, and I realize that it's just in the beginning stages and it's got a long way to go. I think you're doing great, developer, and I see the makings of a game I'll be happy to play for a good long while!
I am thrilled you're enjoying it! It's very true, however, that the game needs some serious work. Which is why I put it in the Beta, of course! As for your timer and cancel suggestions - they've been mentioned before, and they're at the top of my todo list once all the worst bugs are patched up. ^^
Holiday updates are nice, but I don't suppose this one could be changed a bit? I don't know about others, but when the Pumpkimps treat, they give about 3x as much loot. But when they trick, they give nothing, and the ratio of tricks to treats sucks. Roughly 5 tricks to 1 treat, it doesn't quite work out :(
Very not pleased that there is an autosave option, and come to find upon a tab restart that it didn't work. Hours gone. NOT HAPPY, DEVELOPER. Fix that. Major balance issues, apparently all throughout the game from the other comments. Might want to listen to those playing the game if you want to break the 4.00 mark.
"Practice, practice, practice" doesn't apply to this game. Difficulty factor is TOO high. Developer, try starting the game from scratch and see how far you get and long it takes. It's not fun when you have to play 8 different rounds to get enough pity coins to upgrade anything. I've started just standing still instead of collecting coins, and I can actually beat the boss and get more coins.
Had to read the comments for controls. Good concept, but the execution needs work. It doesn't make sense to punish players so harshly for collecting a lot of coins. Especially when the boss eats up SO many when forming. on top of that, the difficulty factor ramps up SO quickly when you collect a lot of coins to begin with that it's faster to NOT collect coins else you lose them all in the boss battle.
Good concept, not so great on execution. The numbers are switched around (lower numbers should win, not higher), and the Spy should always kill the General. In an equal match, both lose. Fix these, and you've go the makings of a fun quick play game!
It would be really nice to have a scroll bar for the training menu, for when I want to upgrade Punch (because let's face it, it's the biggest bang for your buck right now). It would also be wonderful to be able to access other screens when I'm on the dream world page. I'd like to be able to make the best decision I can regard where to put my upgrade points, instead of not known how many costumes or pets or whatever I have.
A small suggestion: If we've unlocked a scroll already (not just active skills, all), and we reincarnate, it would help to know what's coming up in the info, instead of always seeing ???. Seems counterproductive to be on the third reincarnation, and still not know what the fourth scroll on Punch does.
Ever since the new version, I've been noticing that in map creation, difficulty level has very noticeably slanted towards the harder end. e.g., I slide the difficulty slider all the way to the right, it used to be that I would regularly get below 80%. Now, 8 times out of ten, I'm getting 80% or above. Is this just bad luck, or did the % change and I didn't notice?
great game, great potential. Def some bugs. Hit boxes are weird. The beginning grinding is a big turn off, prob lose a lot of players with that. Some of the descriptions don't match. i.e. Priest Wand upgrade says x2 power, and yet the L. 200 upgrade was sitting at 5000-10000, and after doubling it's 9K-18K? Not exactly x2. Fix those things and make quicker leveling, you've got a 5 star here.
Hi, thanks for the awesome comment! The x2 power is less accurate early on as it actually doubles your power of the wand excluding your base damage (eg, if you have 500 base damage and the wand gives +400, it will double the +400 into +800, but the original 500 base damage or flat damage boost from skills are not affected). At higher levels though, majourity of your damage comes from the weapon, so the x2 eventually sorts itself out. I will try to think of some way to make it look less like a bug. As for grinding, I felt the early game pace was alright, though perhaps the lack of new characters for the first 20 levels makes the journey feel longer? Thanks once again for the kind comments :)
Minor suggestion: If we complete the unique map that gives us the SHIELDBLOCK upgrade option.... can we have an option to permanently dismiss the upgrade? Going beyond Z70, the block is pretty much worthless compared to the health upgrade, and I'd love to be able to get the option off the table instead of accidentally clicking it all the time. 5* game, I love it!
Great game! A bit to short for me, though, but I loved the upgrading system. You have quite a bit to build on! Would love to see other stages and bosses and enemies. I would very highly recommend that you implement a "ARE YOU SURE YOU WANT TO GO TO MENU" prompt, because several times I moved in the endgame to the menu without wanting to.
Can there PLEASE be an option to turn off attack numbers in the play area? These are causing some major lag in my game, and quite frankly, I honestly don't care about the numbers. Leave them in the health bars, but seeing how hard I hit or when I crit pop up as red text doesn't matter to me.
Additionally, something in the Options menu to turn off the numbers that appear in the playfield. The comp I mainly play this on is not a great one, so the game can really slow down. Not having the numbers appear would really help out!
Couple of issues:
- Can the active skill timers pause when we go to watch a video or look at Hell or something that's full screen?
- Any known fix for the issue with the "timestamp" not being correct? Basically, whenever I've been playing a while, I can't get bonuses anymore because something's off sync and videos will no longer play for me.
- Tiered leveling (aka shift to add 10 levels, CTRL to add 25)
Developer: thank you for the attention to my issue regarding the 376 hours of wait time! I appreciate it! you guys have done great with all the work you're putting into this. Now to just keep playing and find out about the black orbs, hmmm
Okay, so I logged in after a month or so of not having been here, and I come to find that I apparently left Level 2 of the corporate bank running. So now, I come back to find out that not only did it not advance the clock to have it be effective, now it's sitting at 376 hours. WTF.
There needs to be an immediate key to stop movement for when you click and the pathfinding wants to go around the entire dungeon instead of opening the damned closed door right in front of you.
Thanks for the feedback! Working on an update so I'll put that in with the space bar or something. I'll do some tests with having the character auto open doors if you try to path through them as well.
I am thrilled you're enjoying it! It's very true, however, that the game needs some serious work. Which is why I put it in the Beta, of course! As for your timer and cancel suggestions - they've been mentioned before, and they're at the top of my todo list once all the worst bugs are patched up. ^^