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Ark. Please enlarge click boxes. In most things the clik box area is simply too small. Like start craft, collect craft, etc.
Umh I think craft buttons are ok, however I have on the list to add an option to increase the buttons to add pins into a formations, those buttons are rly small >.<
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spark vs potion; potion doesn't seem to change CPS though you'd need it to be CPM with the enemy CPS and your teams HP taken into account then you could math unorthodox support pins...
Its hard to calculate CPS with so many pins, stats and supports. Same with formations: turtle formation will have a not big CPS but with its bonus its CPS is probably x2 x3 or x4 times higher.
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The game would definitely profit from clearer communication of some mechanics.
I fused pins up to Epsilon, then proceeded to trash everything above gamma once I unlocked the Synthlab because I couldnt use them in the first unlockable formation. Had to learn that a)powering up pins via synthlab is not very effective (early on?) and b) the "noob" formation filled with alpha through gamma pins hit a brick wall. Now I realized that you have to go through 2 levels of fusion that you can't actually use to get a usable red zeta pin, but I already sunk quite a lot of pins into the synthlab, so subsequent pins became harder to get.
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I really dislike having to position all of my icons every time I open the game. It also feels their the target area when merging could use some tweaking. Too often I try to merge and it just throws the icon back to it's origin.
At 3-6 you can unlock the Sort Pin recipe. That would organize all your Pins with one click. About the merging, Pins has a hitbox, when there are other Pins too close the dragged Pin may be touching it. But you gave me an idea with that comment and I will try to get all pins touching the Pin to fuse instead of only the last one, then check if one of those Pins can be fused or no. Thank you ;)
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Ok, yeah, early stages of the game can certainly use some changes to make it more of a steep hill instead of a straight cliff. Several ways to do so come to mind: 1. reduce the price increase amount for each following Alpha pin. (showing the required total as a number instead of a percentage would also be neat) 2. another way of earning pins. There's crafting but the price increases linearly and ends up taking ridiculous amounts of farming. 3. Reduce increases of the enemy's strength. There's probably more options (maybe introduce a support Pin earlier? Currently the first formation you unlock seems very underwhelming) but not any I can provide a real opinion on.
Thx for your feedback. I increased first 4 maps materials dropped (doubled in some cases) and increased starting bag limit to 15, that should reduce the mat farming during early game. I will continue balancing the game!
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For all the time and effort it takes to actually level up a particle, the bonus for doing so is ridiculously tiny. Gaining one level seemed to give about a 1% bonus to damage. And nothing for the HP, which are terribly low. Indeed the constantly dying particles make an already glacial advancement pace nearly unbearable.
The lab mainly function, at least on the first season, is try to reach the max amount of lvl 10 pins to unlock the second tuning stat that adds critical chance. About the dying particles you can unlock the rest pin craft at 3-3 and the first tank pin at 3-8, and if you are lucky you can find a slime and get potion pins ;)
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So the autocollect is not good. It lets you autocollect every other time there's a pin available. Honestly might as well not have added it at all.
Nope, autocollect uses one point when is enabled to autocollect the charged pin. And you get a point everytime you manually collect a charged Pin. With Season Upgrades you can increase the amount of autocollect points you get.
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Maybe you shouldn't call it an idle game when your main features don't support idling. The auto-collect isn't really an auto collect as it only collects as much as you collected manually before. Either just put all the generated alphas in our inventory and make the inventory unlimited - or let the progress bar for the alphas got up to 1000% or even higher - so that after idling one or two hours we have a few alphas to play with.
You can unlock many stuff that will improve the Idling, the autocollecotor and the autofuse. Anyway, even without the autocollector, you can leave the game idling farming materials and killing monsters and that will give you Season Points and materials to craft.
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im trying to not insult your way of thinking. for autocollect i have to collect points... really????even the name of the game is idle....
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Congrats on the release! However, the one thing I noticed is that this game is semi-idle. You have to micromanage to get anything done. A simple auto combiner would do lots of good here.
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The best way to describe this "game" is arbitrary. There are no real clear goals or even hooks to promote much variance in game play. Its an idle to the extreme with a sophomoric prestige system which gives little added content on further repetitions. Only enjoyable for the most bored, addicted Kong players who have no real standards on quality. Recommend moving on...and avoid the premium shop so this quits being the standard...
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This would be a great game if it were better balanced. There is no sense fighting bosses and trying to level them to 10 for better rewards when SP decreases over time due to slower pin gains. Same goes for synthlab levels when the time invested to reach higher skill unlocks is so great. The rewards for fights seem to decrease at parts of the game. Cells go from 1% to 0.1% drop for the same cell. Basic Pins are obsoleted by the special pins. These should be unique so players still use the basic pins. Slow attack pins are not very valuable, perhaps they could become healers or stat buffers to promote variety formations.
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Thank you for the new updates, but somethings are confusing me. 1. hovering over the magnifying glass no longer tells me what materials I'll get from a specific monster. And 2. my list of formations do not scroll, so I can't access the top tier ones at the bottom. Please help.
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Arkshija
Latest Activity: Played Idle accelerator (Nov 17, 2019 3:51am)
Could just be on to the 6 other projects he had. seems like a dedication issue?
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Did the Dev give up on this game? It's been in Beta a lot long than expected, and doesn't seem to have many of the expected fixes?
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Is there some sort of release schedule? Starting a new season would be at most a 20% boost for me and then it would take a couple of weeks for me to get back to where I am but if there's a patch in that time that adds a new zone or crafting recipe or prestige option then I would be way better off waiting
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Synth Cap:
Please change the settings. It's fine to have a warning that using something would exceed cell max, but then let us do it and trash the rest of the cells. As it is now it would be a pain to try to get close to the cap.
So pop up that says something like using this will exceed limit, if you continue excess will be lost. continue?
Oops, I thought it was already changed to allow people dismantle a pin to get cells even if it exceeds the cap (ofc the excess will be lost). I will check it, thanks!
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ballzac: I'm pretty sure I had reset the tuning pins thing, but it's still "Disabled" for the Season points for me as well. It maybe something Arkshija's still working on
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Hi, I like this game so far, but I hit a big progression wall. I can not advance at the Farm area, I am unable to kill the leader and I feel like prestiging would be the way. How do I see that I have unlocked it? Or where do I prestige?
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Are you freaking kidding me? I Spent all my time and resources creating/farming/combining cores in an attempt to get the most value out them and now that I've finally got the E-X-L core I can't even dismantle it because apparently "this pin gives too many cells". News flash: If I can't dismantle it then it gives no cells! I guess I'll just keep leveling slowly with my 1,900 cells while this 15,000 core just sits in my inventory being useless
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@Xesc every time you manually collect an alpha, you raise the counter by one. Every time you auto-collect, the counter decreases. You need to manually collect in order to auto-collect
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The Autocollect feature isn't working. It will collect your first Alpha thing, but if you have one, it won't collect the second?
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It would be awesome if an export/import system was added in the event data is lost and players have to start over. Perhaps you could add a daily bonus of 100 Derium or Crysblood to encourage players to save their game :)
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Can you add to synt lab setting for max lvl of pins? for example reach lvl 50 on alpha and automatically move cells to beta or put them to unassigned
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It seems to me as the synth-lab is not working while being offline. I think this should be changed, as it takes long enough to level up the pins anyways
There is a feature planned for that, now that the game is working without big bugs I can start adding stuff with less risk to collapse everything else as I did with Idle Accelerator >.<