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the game is so slow, I just logout for days and come back to profit of those 20-30 min of speed time , I feel like that's how the game should go normally , probl losing players because how slow it is early on. any discord channel to go and ask about at what time I should do my 1st reset ?
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It's fun with a lot of potential but needs better scaling and probably more automation. Also I assume at higher tower levels the language buttons become meaningless and the game becomes harder to understand
In fact, every upgraded property has its "node" values, like, transporter's levels 8, 16, 24 and so on, doubles the value transported.
For the towers, its height influence the production by golden bricks, which are created on restart
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way, way too slow. people aren't going to wait 500 hrs for the crane to do its work. Needs more upgrades, or speed its overall speed up.
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Thinking about it a bit more, progression 'feels' slower than it actually is.
One idea would be to have purchaseable increases to water/transport/lift that only effect lower levels i.e. 4 golden bricks for 100% increase to water/transport/lift when building a specific level, 8 gb for 200%, 16 gb for 300% etc. This could be balanced with slight slow downs to these things at higher levels so that building and progression would take roughly the same time but 'feel' like they are getting faster.
(Just throwing ideas out here, I'm probably overthinking this stuff)
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Can we get Offline Gain instead of extra speed up time? Like most idle games usually offer... cause speed up time really doesn't help much to be honest.
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Really good concept. I played this on Armor Games. Quit at level 8 because progress was impossibly slow. I wish the game in future updates would go for faster, quicker rewards leading to a taller tower (Babel was intended to reach the heavens) and better prestige. Then the game would be much more rewarding as an idle then.
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Great game.
Overall impression so far though... the way progression slows down, increases to worker levels become less effective, everything low level is still softcapped by transporter speed or water and diminishing returns on golden bricks... just getting to a point where you can afford boosts seems excessively tedious.
I might just need to be patient and idle play a bit more, the active gameplay is great though. Nice concept too. 5/5 because you deserve a higher rating :)
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Good game concept, and I like how you build up on each thing as you get higher, but after 6-7 floors, the game comes to a dead stop due to the limited wood/forest supply. Doesn't matter how much water you supply it or prestige, it comes down to a halt and you have to wait hours/days for enough wood.
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Watering to regrow the forest, while in the beginning a good idea becomes completely useless after a time. There should be an option to automate it like everything else or else the player is just spinning in circles expecting to get somewhere.
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"New content is added every level." Really? What is it? How much do I need to save? I DON'T KNOW BECAUSE IT'S HIDDEN! The single most frustrating thing is being unable to make informed decisions. Games like this rely on choosing where to spend your money... but when the dev hides things from the player, how can the player make a meaningful choice? I pushed my pump to ridiculous levels because I didn't know the raincloud was an option. Now I'm sitting on 10m cash I'd REALLY like to spend, but I can't, because I have no idea what the 5th floor unlock is... or how much I need to unlock it.
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Like the game, but its really tedious. Each restart gains almost nothing beyond the 2 first ones (imo). And there is alot of clicking/holding down the mouse) on everything. So far no automatical gain of money at all. Watering the forrest is extremely tedious because at one point the woodsmen cuts down the whole wood instantly, and watering it takes forever when the well is low/empty(?) and the rain cloud works slow. The speed up thing on the tower costs way more then its worth with that little gain it gives. Each restart the gain of artifacts gets lower for the same level.
Thank you!
As for the forest, indeed, this is a current bottleneck, I just wanted to add the idea of limited nature resources (spoiler: later in the game you'll be able to get more water from underground)
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Surprisingly well thought out game, particularly in that I've encountered just about every single thing suggested in the comments already, its just a matter of overall progress on the tower to get fully automated water supply (plus a method of boosting water generation), tower cash generation, faster brick and plank lifting, even additional hauling power for stone via a mighty elephant, honestly at this point I'm not even gonna suggest something I'd like to see because I fully expect to unlock it in another floors time, good work dev.
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is there any reason for the rock transporter to be 1000x more costly then the wood transporter?
it feels like the transporter costs are reversed? since the other 2 things on rock are way less expensive then wood.
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The game seems stuck; a guy wanders endlessly with 128 planks and the building doesn't grow anymore. Am I missing something ?
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Keep an eye on the windows of the tower, once you get the second level built. Grab those bags of cash when they appear!
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Clicking the scaffolding speeds up the process of lifting materials to higher floors. Pump can be acquired to automate water. 3rd floor unlocks drums which speed up overall transporting/moving by a %. 4th floor allows you to build a cloud machine, which will rain on the forest to further supply water... A lot of these things I'm seeing complaints about are temporary bottlenecks meant to indicate the next "stage" of progression, like most idle games do
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Option to remove levels from the transporter sprites would be a nice feature. Or you could just make them more obviously balanced with the creation sprites output.
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Hey did you guys know you can click on the scaffolding to speed up raising the materials? Because I didn't. That's useful. Also, water is automated once you reach a certain point, so don't worry about that.
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I've only got to the 5th floor so far with a handful of resets, love the progression and visual aspect to everything. The only real critique I have is with the cloud maker/rain. Everything else has a clear visual aspect to show speed/amount etc. I can see how fast I transport resources, I can see how much water is left in the well, I can see how fast the lift travels, I can see how quickly the forest grows/depletes. The rain gives no visual indicator for how it actually affects the well/forest, it's just a rain effect and the size of the cloud. I'd love an easier way to see what the cloud is actually doing/affecting. I think a better visual representation of the water mechanics in general would be nice, especially as it seems to be confusing new players when you access the bucket for the first time. Maybe just a little bar next to the well that shows your current amount of water/ amount going in/out per second. Again, love this style of visual incremental game. Very well done so far.
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Seeing a lot of people complaining about the initial water bucket. The very next upgrade will automate it, just so everyone knows before posting more complains about the same thing.
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I've only been playing a few hours, and it's fun, but I have a couple concerns and considerations. First artifacts seem quite over priced. Have you tested to see if they can even be gotten? I'd like to see auto money generation at some point. I'd also like to see an explicit way tower generates a benefit. Perhaps that's where money could arise from. A kind of entrance fee to tower based on number of levels.
Well, you are right from the construction point of view. Here is how I justify the prices increase in the game: as we are building a Tower of Babel, where builders stop understanding each other, there are inevitable losses of construction material. So, the price increase models those losses from misunderstading
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Why do people keep saying the water has to be dragged? Just buy the pump and it's automatic, really not hard, just need to be a bit patient!
well, after prestige your offline time is divided by 10. I agree that this is an arguable decision, but keeping all the offline time would have made the game way too easy, I think
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The substitution of mouse clicking for mouse holding is just trading a bad mechanic for another. Only workers would be better. Aside that the game is very nice for now.
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Great game, in it's genre. Some nice original elements and animation. My only beef would be that the screen is a bit small. :) 5/5
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Can we have a hot key for turning the boost on and off? Or if there is one can you make it more obvious what it is? Thanks! :)
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I like it, especially the hold to speed up (rather than mouse breaking clicking). Though it all gets ruined once water has to be dragged & dropped. Everything previous to it is hold, so it does not make transitioning easy or entertaining.
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Its ok .... a bit heavy tax on golden bricks if you have done levels more than 1 time would like to see that lowered
If other things are added will be good, for a time kill
Thank you! yes, new content is added every level. And as the effect of Golden bricks is in fact cubical (production effect x click effect x price effect), giving, say, 4 bricks, after every restart from the 33rd floor, would make the game too easy.
Well, yes, I had it ready for submission since last week, always wanted to add "one more feature". Uploaded, but looks like the tags are not working already