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Just noticed the reply. Bug still exists, unsure if I was playing before or after the update yesterday. IIRC, first noticed it at level 7, loaded my save at level 16 today and it still occurred. Forced refreshed the page, tried a new game, still happened up at level 1. To reproduce, get some skill points, take note of the wealth cost and skill description for base level. Add some points into the skill, reset skill points and while the level will show as level 1, the wealth cost and skill description show the level you had upgraded it to previously. This reverts itself once you put a point back into the skill and has no other effect with the exception of Recruiting Parties which you can eventually get to show as maxed out and no longer allow you to put skill points in it regardless of how many times you attempt to reset the skill points.
Ahh, excellent description thank you. I can recreate and fix pretty easily I think, just been looking at the lvl when checking, should be fixed for relaunch tommorow *edit* found and fixed for tomorrows relaunch thank you
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lets see how many plays this game has had :l *sees 8,411 plays* ONLY 8,411!?!?!?! (note to self tell everybody at school about this game and everybody I know on kongregate)
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one complaint, feel free ti ignore if you'd like: it's hard to know which purchase will give best value for the money. I'm literally entering the costs and benefits into a spreadsheet as I play to figure it out; without that recruitment and magic cost/benefit would be impossible to guess. Perhaps you intend that to be part of the game; if so, fine. You may also consider stats for "gold/(increase/sec)" stats to be confusing for players and take up too much room in the UI; that's fine, too. Just realise that you're making upgrade optimization a meta-game that has to be played outside your interface. In my opinion there's enough strategy choice with just economy/magic/recruitment/defense balance, the guessing game of cost/benefit isn't needed.
FYI, I'm having fun with it; I wouldn't complain if I didn't care =)
I take your point but I thats kinda what I wanted from the game that people would weigh the benefits of there choices and try different set ups, I think there are a lot of very intelligent people that use Kongregate and the cost/benefit layer will add a more challenging game aspect that they have to find ways to play it differently ie.using spreadsheets :)
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couple of questions, I'd love if you could explain in tutorial:
* What happens to points I don't spend between games? Are they lost, or can I save them up for when I'm higher level?
* Is it really impossible to win? What happens when my lightning strike rate exceeds the recruitment rate for the invaders and they reach army size of zero?
In theory you have to spend ALL points between games on the game over screen to trigger the play again button..and you can reset points also so spend them, will try and add some explanation on the level up pop up
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I gotta say, i love the game, but once the attackers get to like 80 dmg, they start going up in dmg by like 4 or so, i can last until they have about 180 attack, but after that i am losing 1500 people an hour.
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Played it for the first time and I thought to myself, well this isn't too hard, until I reached 100+ shields/swords. Level 30 silver mine gives about as much mithril as level 11 gold mine. Which... Kind of this isn't much. My only downfall was when my recruitment depended on the War camp and my survival depended on just barely making enough mithril to level up my equipment. Survived 70 days and 4 hours, earned 2,5~ mil. and K/D is at 2~:1. Honestly, I would remove the Idle tag from this game, as you need a lot more clicking than one would first think a idle game needs
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Two bugs, both in regards to using skill points: (1.) Skills do not show level 1 stats when you reset your stat points (2.)Recruitment Parties does not reset at ALL during stat point allocation, eventually causing you to show that it's maxed out and can no longer attempt to put points into it.
Hi, having trouble recreating this problem, could you message me with more details, like your lvl at the time and if you where playing this game before I updated it yesterday? *edit* also thanks for letting me know
Hi, could you send me a private message with some more details so I can try and recreate the bug, what lvl where you at the time and is it your first play of the game and any other details you remember? *edit* also thanks for letting me know
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Invader growth rate seems kind of steep. And this is my playing at level 12. I can't imagine what it's like for lower levels.
If you look at the shielding display above arcane shielding you will see it change from "shielding 10 "to "shielding 10+20" when its active, will try to make a graphic for it tho so its more obvious, thanks for the feedback
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Love the game, wish there were more skills/things to upgrade. Maybe armor, could upgrade each major piece or maybe abandon the way of the leaf and pick up the sword. More spells would be cool too, maybe a wall or storm spell which keeps armies apart for a short period of time. At the extreme end a skill tree with two opposing sides, offensive and defensive with economical in the middle. Either way I will keep playing this game for a while I bet. Nice job.
Thanks, will add a game mode or 2 each week but focusing on my next game 'idle investor' after I relaunch this on saturday, I may do a sequel at some point with more upgrades in the future depending on how popular the game gets*edit* ps love the wall of storm idea
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I'm pretty sure having 30 times the opposing troops should be a win condition. It's a little ridiculous that the game is rigged so you can't wipe out the enemy - It refuses to let you knock them below 2-3k once you get to higher levels, no matter how powerful you are. It just pumps up their deployment rate to compensate - a little annoying. Maybe having a guage that alerts you to when the enemy is about to become more powerful would be helpful.
Thanks for the feedback, I'm going to try and add a ' new game mode or 2' every week that will be winnable (is that even a word?) I might even do one with 30 times the opposing troops as an objective. To be honest the invaders are constantly becoming more powerful so a gauge wouldn't work
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my hundred thousand man army cannot defeat just a bit over a thousand enemies... what? The easiest way to make this better, IMO, is allow a player to win, when they win, the invader generation rate increase by say 50% and they gain exp 50% faster. Ofc, allow player to reset the two rates anytime to just see how powerful they are. I am curious as how the growth of cost/production on mines are arrived at. I like efficiency but checking before every upgrade is tedious.
Thanks for the feedback,
Will be making 1-2 additional game modes each week with objectives that can be won, I think i used a cubic growth formula for the mines.
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A post to report a bug :
The game froze with the Retreat post ! There is nowhere I can click to continue.
Thank you. Keep up with the good work.
Hi, thanks for letting me know, was this on your first play of the game or or after gameover and replay?*edit* changed it so retreat post is only there for the first game, if you could send me a message with specifics about what was happening when the problem occurred that would be great
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another error - If you bring down your recruit time below 10 seconds by buying war camps, you can't buy all the recruitment party upgrades. They should be tracked separately, so you can get the maximum of both.
Not sure I understand but I'm really tired, just uploading latest version that I finished in 3 days instead of 6 so sorry If i'm a little confused - you can still take recruitment to 5 seconds which is the maximum right?
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Major problem: Even if you have very high levels of crafting, it will NEVER let you have shields better than the opposing swords. This NEEDS to be fixed. There's no reason I have a crafting of 50-50 (100% proficiency) and am only crafting level 30 shields because the enemy has level 34 swords.
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Apologies for the double-post, but I had a suggestion to share. When I was pushing the attackers back overwhelmingly, I felt like I should win. Perhaps you could design the game into multiple levels. The first level would be pretty easy, suitable for a tutorial, and then every time you defeat all of the attackers, the next level commences. It'd give a more tangible progression and there could be bosses and such. Also maybe there could be multiple units to enrich the army with, such as axe-wielders, archers, wizards, with upgrades for them. Don't give up on mithril, I think it's a good idea, and maybe with more units there could be metal and other resources too.
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My record is 71 days. This is a pretty interesting game concept, there's a lot of potential here. Most of the current caveats have already been discussed; I'll be waiting for that relaunch to see how you change it. On a side note, it's pretty surprising that a flash game dev is so dedicated by responding to almost all the comments.
I want to make a career of this, I live in cambodia so my overheads are relatively low and if I can make a small amount of money from this via ad revenue and the contests then I can hire some graphic designers and form a real company as I have at least 10 ideas for other games including multi player games
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after you reach level 6 or so whats the point with the retreat? I mean when I have to retreat I'm dead before I can do anything...
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now that i have had the chance to play the game i am impressed 4/5 and with the improvements should be a solid 5/5. anyone else notice the white side looks like the aliens from southpark lol?
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I love this game, lots of potential with some tweaks. Gonna skip things that I've seen other people mention. Death magic could use a better description of how it actually affects the game, since nothing else actually kills enemies. Sometimes when recruitment parties gets to level 29, it won't upgrade to max until it suddenly does (no idea why it does when it does).
Thanks for the feedback, noticed the recruitment party glitch when reprogramming, it was set to opaque out at 10-0.5 second max but warcamp removes 0.25 second, so could take it to 10-.0.25 under the right circumstance and then would only opaque out when warcamp was upgraded again, Fixed in relaunch version :) Will take a fresh look at death magic
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Okay, I'm having a bug issue. I often bring the 'forging proficiency' up to 100% After this is done, I should always get the 'max' shield rating when I make a new shield. Usually however, it takes several tries for it to go that high.
Other than that, I really like the game. Congrats on making it!
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Really solid game, I've having a lot of fun with it. But the shielding crafting system needs to be fixed, or more clear. It seems even when my thing says "Craft between 100 and 100 with a max of 100." I cannot craft above the enemies attack value. This is bothersome, but would be less so if it was noted on the crafting button.
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It's nice to watch an artist grow right before your eyes. It's very cool that you've been keeping up response and working on improving this game. It's actually becoming rather fun. Anyways, thanks for putting in the work. It's certainly paid off for me at least.
Thanks for the feedback going to make an option at lvl 10+ for +100 gold, or +1mithril or +50 starting soldiers per level in the update, also lvling past 10 will be easier hoping that will help*edit* actually going to make them smaller /per hour income upgrades
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i'm giving 4 stars great game but its missing a certain "je ne sais quoi" I'm hard to get 4 stars out of so please don't take that as an insult
Its not an insult, 4 stars is what I was aiming for, If i make a success of my next few games and they are all 4 stars I'll make enough money to hire some graphic designers then I'll aim for 5 stars :)
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I like the game a lot, big potential for a short micromanagement sim.
Would love some kind of way to boost mitril production, as that is the limiting factor for longevity. Turn a 5 min game into a 15 min game with that one change alone.
skill points cap out at lvl 10, going to add some lvl 11-lvl infinity upgrades like +100 gold, +1 mithril or +50 soldiers per level when starting next game
There is no difference, just uploaded the old version for people to play and give feedback while I work on the updated version to be released on Saturday.