So the game mostly worked for me at first, then I wanted to see if the timer isn't working because NoScript blocked cloudflare. After allow Cloudflare, I just get a blank white screen that won't go away lol
@Kaldrill: you don't have to do each level at one shot in case that's what you are doing, often it is not cost effective to go for the most expensive item. Multiple resets per levels to gain points is the fastest way to level up. I started at lvl 21 when I loaded the game and saw your comment, I'm 4pts into lvl 24 in less than 50 minutes. Research speed is my limiting factor actually.
For the performance issue, yah, the option did not make much diff on my system. I think the problem might be Unity's WebGL implementation based on benchmarking at the following
Unity: http://beta.unity3d.com/jonas/WebGLBenchmark/ similar 38% CPU load
Oort: http://oortonline.gl/ 50+ FPS <28% CPU load
Unigine: http://crypt-webgl.unigine.com/index.html <10%
Both the other benchmarks are of higher quality scenes than Unity's yet uses less CPU power hence my conclusion the problem might be with Unity instead.
Since GPU-z indicates my GPU load is close to insignificant, maybe Unity player is making some decision to use software rendering for most parts when it feels the GPU is not good enough, e.g. my ancient ~6yr old R5870. Maybe the rest of the players can give some stats and config information to help the dev can spot where the problem is actually happening. Mine's a i5-6400 Win10 R5870, up to 39% cpu load and around 15% gpu load with about 26 items in production.
I've added an option in the options menu to set the frame updates to every 2nd vsync instead of every one. This will probably make no difference with slow machines, because they run already in the second frame, but might reduce load for newer/faster ones.
A big problem for the Web GL builds is, that everything runs in a single thread, which also means only one core can be used.
It's the graphics/animation part that is making the game processor intensive. However, the problem isn't because the game is graphics intensive from what I see. The game uses 1 full core (25%) of my i5-6400 plus overheads on other cores causing a total of around 30~32%. But if the game is not visible, e.g. scroll down the page to the comment section so none of the game area is visible, load drops to 5%. This would imply the load is graphics/display related. On the other hand, on my very outdated graphics card, the average GPU load is only around 7~15%. This is for 26 items, with animations/arrows turned on, occurring in spikes and is 0% half the time. So it seems that the game is doing way too much CPU-bound tasks when it comes to display, thus likely some bottleneck/inefficiency in the code path or with Unity3d itself, like maybe the option to use hardware rendering isn't enabled. Could be my own system config but IIRC Unity will complain if hardware acceleration isn't available.
@uri: when you open the production window for a product, you can set the Auto Build level. After a reset, the game will automatically build the product up to the level you set, if there is enough cash. It is slower than manual but good for setting up the same initial chains, provided you have enough vendors to waste because currently autobuild + auto vendor will assign as many vendors as necessary to sell the MAX production, regardless of actual excess. e.g. if you autobuild 30 levels of wood, then 10 levels of Arrows, the game will still assign vendors to sell 30 levels of wood, even though there is none left to sell after Arrows production.
With the newest update, you're able to set manually for each production unit how many vendors should be assigned there. You have to uncheck the Set Vendors at the left panel or otherwise they will increase automatically as it was before.
Nice set of updates, would like to suggest having the ability to set number of auto vendors as well instead of auto adding whatever is needed to sell everything. This is because after a reincarnation, we have limited number of vendors, it would be nice to be able to set something like auto build 20 copper with 1 vendor to generate cash to afford copper ore, and leaving the rest of the ore for auto copper ingots without wasting 1 vendor.
Whew, came back from work with just 1 hr to spare to discover how the medals work actually. Thankfully had accumulated enough money to buy Reaper to achieve the 3 medal achievement. It would be good in the future if Dev can provide better explanation somewhere in the game updates for any new mechanism so we don't get confused like this again.
Just discovered this game. Has potential but sadly looks like the dev had abandoned it since Jan. Might had gotten better scores and visibility if there were some additional polish before releasing. Like unable to place towers on first load, needs to lose a map first. No highlighting of which tile is selected for tower placement. Needs better highlighting of which speed is selected.
@Sirena: I thought the Persistent Bonus does something like this Base Vendor Profit x Persistent Bonus, e.g. Say my base is 400% then a 2x -> x3 Persistent Boost would make it 600% all the time, persistently so. Didn't think it was a bonus to the temporary vendor boost until after I bought it and didn't get the effect I wanted, then rereading the description a few times made me realize what it probably meant.
@Brodaglia: you had the same misunderstand I had. Both of us thought it was a permanent boost to vendor gains. But is is actually an increase to the Vendor Boost that we need to activate using 1 gem. Instead of 2x for 1 hour, you should see it having a x3 for 1 hour effect.
@Sirena: just saw your pic and realized I also missed seeing there's a tool tip that explains the lore leveling :D And yeah, the game is starting to go flat for me too, especially after the bummer of saving up gems for what I thought were permanent boosters.
Needs a faster fast mode as others mentioned, also a call early wave for bonus money. Next wave info would be good. Also not sure if a bug, but some times the splash fire does not appear to cause splash damage, i.e. the splash radius animation does not happen and no damage appears to be done.
I've added an option in the options menu to set the frame updates to every 2nd vsync instead of every one. This will probably make no difference with slow machines, because they run already in the second frame, but might reduce load for newer/faster ones. A big problem for the Web GL builds is, that everything runs in a single thread, which also means only one core can be used.