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The passive Super exloperations is bugged. Before have any levels in it, I was getting 3.4k gems per, after maxing it I get 1.4k gems
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Sparkball is broke. 23k lvls into dread. when you delete all spark towers and replace them they still fire. Great game though i obviously cant stop playing.
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Playing the game, Dreaded up once, but for some reason "max waves" stays at 0 now? tried through both normal and robo.
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I think it is time to increace some of the max limitations.when dread level is 4 or higher, the game seems not to change that much as before.
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impossible to progress passed dread 7 now it seems? RP cost is enormous and invest is so slow.. Kind of hit a hall that is "wait 2 weeks farming RP or call it a day"
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I noticed an issue with the crit chance upgrade of the Burster and Flamer turrets. Supposedly it should increase the base crit chance by 25% and 20% respectively (at max level) but all I got was 0.25% and 0.2%... I don't know about the other turrets but it might be worth looking into it.
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The game is good, but it is necessary to diversify the plot, somehow boring, predictable. Can I something not understand but here is on this site https://topigr.net/topcasino I'm impressed with the stories of big, high-quality games, even on the phone does not hang.
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It really needs some better explanation for new players. I spent 5 minutes clicking about in town before i found the "start button"
And once again... like your last game, i do not understand why you need to "unblock" tech before you research it? Have you thought about making it one click?
I also feel that theres way to little to do once you place your towers...
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IMO, it would be an improvement if the information about the enemy types was moved into the Enemy Stats section on the Gate UI instead of (or in addition to) the Info section under Main Menu.
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Excellent game! Lots to do, a bit tricky at first but once you adjust to the rebirthing and start unlocking buildings/researches it becomes simpler and even more interesting.
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When enemy compression is enabled, resource drops are greatly reduced. For example, when not enabled blueprints increase every 1 or 2 waves, compared to compressed waves which drop a blueprint approximately every 8 waves. Is this the way it is intended to work?
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Took way too long to figure out I need to click gate and I can't do anything else at all. You really really need something pointing this out or you will lose new players who wont check back on the game because the game made them feel stupid. That's what the game did for the first several minute made me feel stupid. Then I realized I had to click something way in the red part of the screen where I have nothing unlocked. Really not intuitive at all. You really need to figure out a way for that to be obvious, or move it to the green area that the player will be already looking at.
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loving the defender series so happy theirs another one cant wait to see whats next, for now i'm going to enjoy this new one
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kind of hate it can't run in the background, så you'll need to have it on scren all the time to advance in waves. It's not an idle in that matter.
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(2/2)
It would be really nice if 1.) The upgrade buttons were either greyed out (or red or whatever) to indicate that you don't meet the minimum requirements to purchase and when that's the case, when mousing over the button, have the text of the requirements that are met colored Green and the ones that you don't colored Red so it's easy to see where you need to go to upgrade things in order to progress. It would also be a neat feature if the resources that were about to be spent would highlight in some way across the resource HUD on the top of the screen when hovering over buttons that would expend them.
Out of curiosity, are you developing this independently or is this open source? I wouldn't mind poking around some of the code here to help out with some changes if you need/like.
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(1/2)
Love this game so far. There are of course some balancing issues that still need to be sorted out as mentioned by a number of other comments, but I'm thoroughly enjoying my time with this overall. I like idle games with a lot of interlocking parts, which this integrates in an interesting, engaging way. My suggestion is that there be some kind of visual queue that lets the player know what steps they're missing in order to advance. Just for example, right now I'm looking at the Barracks menu trying to unlock more turrets/slots for autobuilding. There is no visual difference between my ability to upgrade or not. The 'Unlock Slot' and 'Unlock Turret' buttons 'appear' clickable but do nothing because (after going through and manually checking everything) I'm missing a Dread Level.
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The game has forgotten my progress. Kongregate asking me to log in again might have something to do with it, but it should still be able to retrieve my progress either from settings on my PC or once logged in from Kong. No interest in playing through from the start again.
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In the barracks, it says my highest wave is 0, even though I've gotten to 10k in normal. I can't upgrade dread because of it.
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Why do these enemies not just melt under the damage I do. How does something with 2M shield and 5M HP not die when I hit it at 25M damage?
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I'm afraid to leave this comment because I don't want a nerf, but EMP from Dread level 7 and beyond is really overpowered. It makes any tower except Rotators obsolete, even though Flamers seem to be a better tower, because Rotators don't seem to be affected by EMP. Not sure if this is intended, but it makes the only viable late game tower the Rotator and that doesn't seem too fun even though I love using them. EMP in general does not feel like a fun mechanic since I have the temple upgrade against it, yet there is nothing I can do about it. It really just keeps two other interesting towers from being playable.
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As aXistence said, I am not getting any essence when the bar fills. I am also unable to use the filled bars without turning on auto essence craft.
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Ixath: You can only have up to 50 of each gem, so to get more than 50 level 1 gems, you have to convert some of them to level 2 gems. this cascades up to the point where you have 50 of every gem (requires ~10000 essence in one type and a LOT of parts.)
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It would be nice to have a 500x on the Passives screen as well. After Dread Up, I generally buy all the 500 max passives, and then drop 500-1500 in the higher limit passives. Max is good for most of the board, and then it's several more clicks to fill out the high limit 100 at a time. Maybe it's just my playstyle or poor strategy...
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Armor gain from artifacts is not showing. Have lvl 100 armor in university and lvl 9 in artifacts but the player stats show 100 armor.
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What is the use of Quick Hands? I don't see a timer or anything at the masonry? The income doesn't increase when i buy this research (now at lvl 3)
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I would like to see a use for gold at higher tiers, currently once you have all 8 slots filled there is nothing left to do but watch it go up. Also something else for the cost reduction passive to do would be nice. I was able to complete all research before I was able to dread up for the 1st time.
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What is the use of higher tier gems? They seem to hurt the player instead of help? The ratio of gem cost/damage is the same as lower tier gems, and you have to spend additional essence to craft them. It makes more sense to just keep everything at Tier 1 gems currently?
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Mineral parts don't seem to be accumulating properly. I should have over a thousand currently and I own a grand total of 9 despite getting over a 1000 from lucky coins, completing multiple explorations (the most recent should have given over 100 of them) and have a lab that is currently producing double digits of them.