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Can please 100x setting jump to next 100x value instead of just adding 100? At least in case when cap is nearer then 100? (like having RANGE lv255/300)
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It feels like this has such potential, but falls short due to a major issue, wave duration.
We really need an upgrade to make enemies spawn faster, even at just wave 200+ it gets so painfully slow that it's more profitable to just keep playing wave 1-100 to gain those research resources. Not cleaning waves faster as I get more powerful never makes me feel like I'm getting upgraded and stronger (which is important for idle games), it just raises the maximum level cap I can reach (in an artificialy increased time gated slowmotion)
This also has the glaring issue of that expensive new guns simply are not stronger than my cheap super upgraded sentry gun I was have kept upgrading since the start of the game.
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in my opinion, way too complicated passives you can spend your rebirth points on... like a hundred passives is too much
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need more information on turrets : Shielder : What is shield exactly ? And hallower : ressource blessing : How much ? How can I choose turrets if I don't know what it does ?
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I dont think the refund function in s is a good design. You forced us to gather all the points on state points and exp when advancing and change to rebirth point before reset. Thougggh we get more rb, but I dont think this is what you meant to do. I think you should open up a reddit and discuss with players to know the arithmetic banlance.
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@ihatesignupforms You are right I have also found Auto-Rebirth to be largely useless and the option to rebirth at a certain wave without needing to die may be more useful. There isn't much indication about what mining does,nor some other things for that matter, but I can say that starting early will help in the long run, then buy each next stage in the mining, refining, smelting, chip crafting process when you reach around 100 stats in the previous.
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@ihatesignupforms If you get the Wave Skip research and get enough gold income to sustain your turrets you should start gaining EnergyMatter very easily. I skip 6 waves for every 1 I complete and I gain more EnergyMatter than I can spend. It does however take a very long time before you can get enough EnergyMatter to start purchasing Wave Skip in the first place.
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Also like the first game, the game speed has an influence on the outcome. Meaning the speed changes what happens. You might be able to survive at speed 1 and 2, without manual influence, fully automatically. But at speed 5 and 6 you will lose. This usually happens when you skip step calculations and go directly to the full calculation over time. Like your delta time simply becomes so big that you may make mistakes in your calculations. In any case, its kind annoying having to run stuff at speed 1 because other speeds means you lose.
I'm sure there are issues with the code as you said, but for me and many others it works just fine on 6x speed (even tested 12x). As you may be aware though, I am working alone, have been coding since Orbit Idle and created this game in about a month. Hopefully with time I learn and fix things like this.
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[FEEDBACK 5/5] Last two things: There's no indication anywhere of how mining is supposed to eventually benefit you and it looks like whatever main-game benefits it might have are gated behind a massive amount of EM research. And lastly: I (like others) keep having buy qty set to MAX to allocate stat points. And then I rebirth after a while. And then I go to spend my RP and increase a stat by one and oops I just put thousands of RP (max) into Gem Drop Chance. A big part about why we're all making this mistake is because the tooltip shows only "next level cost/increase": I expect to be only spending the displayed cost. Please rework cost displays so we can see exactly how much we're going to spend and receive if we click to buy something.
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[FEEDBACK 4/5] I have noticed, when I am at the edge of the waves I can reliably complete, that even though having it run at 6x speed kills me every time, running the same wave at 1x speed (and not changing anything else) allows me to complete it with ease. If I had to guess, I would say that maybe something about how you are rounding "distance moved in this time" for enemies VS "bullets fired in this time" is making them move slightly slightly faster at higher game speeds, in some cases just enough for it to make an actual difference.
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[FEEDBACK 3/5] Also: Do we ever unlock turret auto-buy post-rebirth? Or the ability to set a "percentage of gained stat points to automatically allocate" for stats? It looks like probably not at this time, but those are both critical quality of life changes. It would also be nice, if we had those, to be able to set AutoRebirth to trigger at a specific wave instead of on death. Right now if you're idling and auto-advancing, if you use AutoRebirth it'll just get paltry slow wave advancement until you notice and manually place turrets/allocate stats. Better than just sitting on a death screen I guess, but makes me incentivized to (ignoring EM) just idle at the highest 100% clear-able wave for resources instead of auto-advancing or using the auto-rebirth feature at all.
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[FEEDBACK 2/4] ...I'm aware that with RP bonuses & deeper levels that if I had kept going and let it run for 2hr bonus, that maybe the RP-per-minute becomes better as you go on. But EnergyMatter never does. And the core game mechanic unlocks HINGE on EnergyMatter acquisition. So for optimal progression, it feels like I'm encouraged to just pour all RP points into EncounterRate/DoubleMatter/RebirthPointGain, for every-20-second rebirth EM gain boosting. And to probably aim for ExtraSpeed Research first to boost clear speed further. I actually just removed all my health RP upgrades so that enemies kill me faster so it can autorebirth around wave 40 without turrets/stats. It'd actually speed up a lot if I hadn't taken that passive health regen research... health regen is actually reducing my max potential EM income rate so much that I'm actually considering resetting. It sucks. Something, somewhere, needs to change about EM gain.
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I'm going to write a bunch of feedback about issues, with the intent/hope that it helps you going forward.
[FEEDBACK 1/5] A lot of things in this game need re-balancing, but EnergyMatter is the worst offender. With my current stats, it takes me 20sec to reach Lvl10 without having to buy any turrets or allocate stat points. If I rebirth, I get +1 EM and +17 RP... ...Alternatively, if I actively buy turrets & invest stat points in RateOfFire & Range to clear as fast as possible, it takes me 17m20s to get to Lvl201 and get +20 EM & +684 RP... ...If I had rebirthed at level 10 like the first example every 20sec in that time instead (52 rebirths in 17m20s), I would've gotten (52*1=) 52 EM & (52*17=) 884 RP... ...260% EM gain and 129% RP gain for dying faster.
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Hi Barbasu, It may be totally irrelevant, can't be sure you haven't already done this. But maybe look into object pooling, to reduce the gpu spikes under load.
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Even though I have every chip maxed when I click on one of my chip slots only two are available. They are the same two that had a bug, I bought more chips and 'owned' is not 0 even though I am at max tier, Automation and Multishot.
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Had to reload the game before the Auras were unlocked. So you either fixed it, or there is a bug. You're doing awesome btw. Love how responsive you are us players.
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researched auras, both the aura on the battle field and the aura section in the passives is still locked. how does one actually unlock auras? or is it just a waste of points?
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Great game! But like most new games, there's still some rough bits like this: The text box that opens when you hover over Energy Matter in inventory incorrectly displays it as Esoteric Material instead of Energy Matter, and in the field that other materials use to display drop chance it shows 'energy matter', instead of displaying its drop chance (eg, 1 per 10 waves).
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Are you using Update where you should use FixedUpdate or what?
I have no other idea why the game could work differently on different speeds.
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i dont understand why SELL is R, technology is F, A is research, S is passive, D is production, X is mining, Z is artifacts ,C is gambling HAHAHA , g is menu
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"Level to damage" passive now has a correct multiplier, but it makes sense to fix it further. Right now its bonus is 0.1 * levelToDamage * level, but it means that it actually makes towers worse if levelToDamage * level < 1.0. More fair would be (1 + 0.1 * levelToDamage * level). Thank you for the game and constant updates: it is really fun!
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Is there any use to gold if you have a full set up? Since it's weird to have 1 Qi gold when you can't buy anything past Trillion. If there isn't please add something to add your temporary gold on, maybe a turret upgrade inside a running game or something like that.
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Another Observation:
One last thing within this observation is the effects of the shielder turret. There is a damage upgrade in research that does nothing as far as I can tell. In fact, I have no idea what the shielder turret is actually doing or when it's actually active. I see a blue flash over my turrets every once in a while. Is that it activating and does that mean it's not a permanent effect which makes it nearly useless? How much does the shield block when it is active? Should the health bar reflect the shielder turret or is it something that activates when the base is hit and has an effective SPS(shields/sec)?
Sorry if this seems like a rant, but this is a culmination of ~48 hours of runtime and ~6 hours in-game and I have the best intentions to make this game better.
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Suggestion #1:
It would be nice if the abilities and/or speeds were assigned to keybindings. i.e. speeds 1-6 and the abilities TYUI.
#2:
Show "base + mod = x.xxx%" within the rebirth points screen so we have a grasp of the real benefit for each one.
Observations:
If every enemy has the same amount of health and their abilities vary quite little (only in the 700's) that make them harder to kill then what is the purpose of using anything but the sentry since it's fire rate is crazy high with great range.
Alongside how easily I can jack up the damage output this means that my base is now that much harder to defend because I'm blasting into waves that are doing damage equal to 10,000x my health(227T vs 77M). What's worse is I have 70 RP levels in my health and 20 RP levels in damage and both research at level 8. I haven't maxed my wave level yet either.
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Please make a separate buy multiplier, just spent 400 RB points on crit chance on accident... Other than that a very fun game!
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I have tried autorebirth farming, but my game "stucks" (not technically) at wave 506 where the eyes outrange my turret, but my regen outheals the eyes, it would be great with some upgrade or way to deal with the eyes (like retaliation damage or increased range for main turret on a chip) so the autorebirth isn't rendered useless
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Feels like the range of the rockets lunchers are not correct - shown it's can shoot anywhere - but my main turrets and sometimes gatlings start shoot before the rocket launcher. (as far as i can tell based on 1x speed game, the rocket launcher start to shoot where the gatlings are shooting )
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My income for blueprints is 5.687K every 58 minutes. I was offline for about 17 hours. When I logged back in, the production summary shows I gained 1.517K blueprints. That is roughly 25% of what i should have gained in one fill of the bar. I should have gained 100K blueprints in that time. Is there a bug with the offline production?
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Game is STILL not pausing while in menus. Please fix this; I can't reliably upgrade anything for fear of getting killed while doing so.