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Someone (one of the top comments) asked the developer to put commas in the numbers, he responds that he would like to do that, but doesn't know how. I post a comment on how to do just that, it gets downvoted 4 times and now is under the threshold to be seen... love this community.
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I like this game!
There are a thew Problems...
-The Type Size of the Combat Log ist to small to read (only with firefox?)
-I cant see how much resources i have in a second
But the Game is very funny :)
Hi Cybalegend, thanks for playing and commenting, well happy someone has found the funny side :D The log txt is pretty much useless except for the bottom line but i havent figured out how to display just that yet so its small for that reason, most of the time it just says "Rat battered your hero with an un-defensable attack" ;P Its not just FF.
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when you unlock a monster it dose not stay unlocked i had a rat then it converted my silver to gold now hve to wate to fight again
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prices should not be only colour coded, but also have the resource needed written next to the number. Also show visually what cannot be bought, disable the buttons
Hover over has the resource needed written Lady Larissa, also playing with disable or hidden for some buttons, thanks for your feedback and for giving it a go :)
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I am so disapointed the int is 64 bit which means I am definitely not able to reach the point that the int overflows and gives me like 2 billion food.
Could you elaborate on this please yagaodirac, what you've wrote isn't sinking in, I don't understand the problem your having. Sorry something isn't working, I will try to fix once I understand.
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as other stated, info about "per second" stuff is really needed, specially when you check burger van, wanting 10B food per second etc and can go into the negative
without doubt FuriousRage and I should have it up in big update :) Btw. 10B every 15 mins Furious, not per sec, I wouldn't try to drop you guys in that much minus ;P
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It seems the only way to increase wood is the only woodcutter that becomes really expensive fast, or have i missed something?
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Rather than relying on people to use autoclickers for the fights (which take tens of thousands of clicks to go anywhere) and letting them go negative food, just charge 10 mil (or however much) food to attempt the fight, and put an x1, x10, x100, x1000, max, etc incremental selection for how many times the player wants to run the fight.
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The ability to sell / return buildings or workers would be nice, maybe at a loss, but would help with accidental purchased or things that you later regret or want to change, without having to hard reset, or just try different builds.
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The market doesn't seem to have any actual cost, and can be purchased probably earlier than intended, as long as food is positive, allowing the player to skip the first tier of production entirely until they've built up enough silver to recuperate it with farmers.
This is something I am considering but I have to consider what then happens to everyone thats sat there clicking away to lvl up, definately needs more thought, thanks for the feedback Rythmyo.
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Back Garden - Nasty Rat - Unlock when you have 200K silver ... after 2-3 hours of play, silver [especially 200K] is in future so distant that humanity has vaccine for COVID-47
Should be defined much better when i put the first big patch on next week (a week from now). Ta very much for the thought and feed back spaz, hope it entertains you for a bit :)
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Second suggestion to make things user friendly would be to color code your resource costs or even better use a small icon for it. Like how you have your resources use certain colors, it would be good to do the same for the cost fields so the user can identify the relationship before even reading the tooltip.
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Hiya mate. First thing I would recommend is not throwing all the buttons/resources on the screen right from the start. It's generally a more user friendly experience to have limited information that expands over time then all the information slapping you in the face at once.
Hi Jirue, thanks for playing. Yeah this seems to be cropping up in a few comments now, have put it in the list and shall look into it, hopefully for the next big patch but realistically probably the one after. The costs displays need urgent work, this should be in the next day or 2, least to make it more understandable, will pretty it later. Thanks for the feedback Jirue.
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Instructions: "Tooltips are your friend."
Remove that transparency, I can see text behind tooltips. A bit hard to read. And of course production/s would be nice. And I would like to unlock some upgrade time to time... now everything is available, and at first hard to understand where to click.
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Also nasty rats don't really unlock when you have 200k silver. you need 200k silver at all times to be able to kill the rats
1100 more (I had to make your Heros lvl 1 as it messed with the Def gain system so awarded the 1000 xp it would of given to get to lvl 1). As of yet this doesnt count down(it will at some point).
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also SERIOUSLY fix being able to buy some stuff and going negative until you've got i dunno like at least 90% of that resource\sec (also being able to see that instead of guesstimating based on what you can see would be nice too)
you can buy some stuff and miscalculate and basically mess up your save and end up with a negative resource income for like an hour or some shit and take another half an hour to even work back up into the positive at least - being able to get it before we've got that kind of income is a little helpful - being able to get it basically whenever isn't (and again - it's kinda hard to tell exactly how much you're getting \sec)
hell being able to SELL some of these things would be nice too - being able to toggle a temporary silver gain for a buildup of negative food might be worthwhile at a point
Sorry leeman, its a mine field here in the back garden and out there in the real world. Always best to read before you click......especially then awsome looking marketplaces.
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After 6-8 hours i reach the Back Garden.The Nasty Rats are much to strong,they attack me with up to 700 damage/hit.My HP is 100 in the beginning.Upgrade cost for HP and Attack are very expensiv and XP income is very low.Every lost fight cost me 10M food,it`s not the best balance!
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In this type of game, players need to be able to see resources produced and consumed per second, both overall and by unit, and what each base unit is actually producing.
I am working on an idea for the res per tick this week. Number display is a bit harder for me atm, still can't seem to get my code to bend to it, I'm still trying though.
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I think if you could hide the features before you have enough to unlock them it could be more appealing, my main problem with this game is what am i looking forward to unlock, is something exciting down the line worth grinding? i wish you good luck, i'll play it for a while, but for sure this needs an update with new features
Thanks for playing and passing some feedback serjohn, i will update game info tonight to clarify the fact i'm listing (and working on) suggestions so kinda getting a test run from you guys for an update i expect to have ready next week.
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This game has taught me an important lesson about life: It's always better, in the long run, to incur 473m of debt to accelerate income
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With the negative drainy buts of each resource, being able to sell or scrap upgrades to "fix" a mistake would probably come in handy somewhere down the line.
I'm hoping that I've got it so that "stepping on a minus mine" will only need a small amount of time and the right upgrades on exisisting buildings to get back out of it. Unless you leave an auto-clicker on a Mob all night, not sure time would fix that. I am keeping an eye on this tho and will fix if a major one is found.
Must have at least 200K Silver, hover on back garden tab, click "Nasty Rat" and grind away all your hard earned Food. I hope its passing a bit of time for you dionysuscool.
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I would love to have some more information presented around my income formula so that I can optimize. (Not that there's too many choices at present, but still.) More transparency is good, I think. Considering it's possible to seize or reverse profits, it would be nice to be able to sell (or "fire") personnel... to balance the books. There's lots of room for more visual codes for linking resources; iconography, color, proximity... lots of room for improvement there, and I only mention it because this promising start deserves it. Nice work.
Thanks for taking so much effort in your feed back pete, as with some other comments about income per second display, I agree, and am working on it right now,but as this is the code i "learned on" its very sloppy and harder to add to the further i go back, but i like a challenge. As for the possible seize/minus in production, tis in the game name, its a minus mine field out there, well in the back garden as we all on lockdown ;)
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The progression is really bad. It makes the game very unpleasant to stay with. I hit a wall about an hour in, and I will be waiting hours for the next game element.
Hi Dkpure, i'm sorry that it has frustrated you so early on in the game. It is designed to have ups and downs in needed activity and does speed up considerably after you get a "Smithy" or 2.
Hi LWS, thanks for playing. Tooltip colours will be changed next update (few days time), thanks for the point out, getting a nice list together for improvements now. Also putting a FAQ up shortly to answer things like this, if you go in minus chances are you over spent/fought, wait till your plus again and/or buy more upgrades to counter the minus. Once again, thanks for the feed back.
Apparently you are on my accounts "Fan" list Rythmyo, I am just a player but recently learned a bit of coding. I guess when I published this game everyone on the "Fan" list got the same msg as you. Hope it entertained for a minute or 2.