@Svaldramon sent me this: http://idle-sword.wikia.com/wiki/Idle_Sword_Wikia It's empty right now but if anybody wants to fill it up I can send the data tables with all the info, just hit me up! Cheers!
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When does autosell kick in, because I have it, and I have it set at level 10, but all the lower items are still hanging around. Thanks.
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When I Go To Inventory While Monsters Dying Animation Is Activate Anyone Stops Here Where Monster Dies
Why This Happens ?
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Really fun game, just one major thing but i guess it’s normal because it’s a new game. Resets don’t feel rewarding at all. I got to third reset but going further won’t bring anything really i feel.
But apart from that i hope to see this game grow a lot, i love it.
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If your inventory is full, and you try to use the combinator with equipped items, you will lose those items (like the irreplaceable ranger ring I just lost) when you take them back out of the combinator because you can't put it straight into your equipment slot.
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I'd like to see the dungeons labeled (aka "Enter the Void" and "Enter the Land of the Dead", not just all "Enter Dungeon"). I'd also like a more involved auto-sell system (so I can sell everything but rigs/bracelets or bows or wands or whatever). I'd also like to see more dungeons and items. And I most definitely want to be able to spend money on each character's attributes and/or skills instead of clicking. I hate clicking. Let me increase my warrior's HP and my archer's critical chance directly. Great job so far! I'm loving it.
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Game is quick and fun after the first or second reset. Then it becomes a rush to get to the third dungeon (The Land of the Dead) to grab scythes and combine them into everything. I believe the katanas are here as well to increase attack speed. So far it beats trying to save the hundreds of millions to try to combine a bow or staff.
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(continued thoughts) A last couple of points: 1. These ideas address the fact that items will be tough to stack if they have all kinds of different levels within the same item type. 2. This addresses another VERY important issue which is that the current way you progress is so fast that you literally can have guys moving too quickly and dealing millions of damage after 1 reset and very little playing time. It's a problem because the game quickly becomes un-fun. I insta-kill everyone and my guys are moving so fast that the action is hard to watch. +10 item levels max per reset and no item combos solves this (I would save item combination that makes NEW items for a different concept you can add later on -- an alchemy type of thing or whatever for making new items or maybe permanent stat potions). ALSO: you really need to GREATLY nerf experience points for characters. I should not be past level 100 after only one reset! I think you need to nerf it by ten times honestly! Cheers, -Sir V
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(continued from previous comment) It also makes the different dungeons continue to be important across all resets. I think it's really the best you can do with the content if players have a reason to seek out a given item in every dungeon and not just try to advance to the farthest dungeon each time. Also, combining items right now isn't great because it conflicts with resets: it's expensive and hard to pull off a good one, and you lose it when you reset, so once you're past a certain point you never want to reset again. With this new system, you can cap items' advancement at +10 levels per reset (easy math: max item level = current reset times ten) and you suddenly have a very replayable game!! I really do hope these thoughts help. :)
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laFunk - I hope my continuing feedback is actually helpful lol. I just have been thinking hard about how to make this game really a better long-term idle game, and it's tricky. I know large design suggestions are only so helpful (it's your game and you don't want to rework everything!) but as it stands the content can be run through really quickly and resets are just frankly not that important. This would be a huge shift but I think one very solid way you could transform how the game works is to change item leveling completely. Imagine this: Every item has experience points just like your heroes, and the experience is sticky across resets. When that item drops in dungeons, it will be whatever level you've gotten it up to, and that is basically one way in which you can advance across resets. I would make items level up through the combinator: the first item gets "experience" points based on the second item. This also allows players to choose which items they want to use long-term ...
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make new inventory items go to the end (then add a sort button) its ridiculous trying to sell junk and it shifts over because you got a new item. lost a lot of items because of this.
i dont want to have to pause just to sell stuff
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Tips and Trick 4 the game:
1. Press shift when clicking item = selling item
much more efficient than dragging one-by-one
2. you can heal your own guys by clicking on them
3.the ancient rune that has the burning writing on it guides you to draco's lair
4.when you beat mr. big stache, you can use the mirror to reset your game
5. or you can use the ancient rune to return to draco's lair and continue the game without starting over.
6.If you kill Mr. Big Stache and use the mirror, wait for them to finish talking. But before entering the dungeon refresh you can keep your equipment but not gold or inventory.
like this comment so many people can see it!
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So the auto-sell doesn't sell consumable items, which would make some sense, since potions and rezzes work the same regardless of their level, but when you set the auto-sell level fairly high, your inventory fills up with rez books before you find more than a handful of high-level items. So maybe some kind of a checkbox to enable auto-selling consumables, too?
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Very fun ;) the Combination is really OP. Merging rings+scythe and rings+wrath of god make the game very very easy (ranged weapon looks more efficient in deeper dungeon lvl) : last boss finally get a one shot kill strike.
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Well I just found a pretty interesting glitch. If you kill Mr. Big Stache and use the mirror, wait for them to finish talking. But before entering the dungeon refresh you can keep your equipment but not gold or inventory.
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Combinator fun: 2 chain mails --> ChaCha. I feel lighter of foot already! :D But even better is 2 Blood Sucker rings. Who wouldn't enjoy a nice BloBlo SucSuc?? ROFL!!
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lot of autosell adjust after first reset, maybee autosell to Count of X below LvL = more fun with Combinator, great game have a lot of fun experiment different "builds" - ranged strong because meele stuck at certain floor level -*wish* class ring for meele?
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laFunk: A bit more feedback for you, on item levels and combinations. I think your system is interesting but there is one issue that would be great to address. Items whose levels don't matter, like rings with a fixed effect (Healing Ring, Dark Night, etc) really should not be given levels. The level should just be blank, or should be set to a level that doesn't change. The sell price should be constant. This goes for one-time-use items also. Part of the issue is that players will want to hoard the low-level versions of these items, which is confusing and silly -- first of all to sell the higher-level ones since for some reason they fetch more, and second of all because: Combining an item with a fixed effect is still more expensive for higher levels. Saving low-levels of some items and high-levels of other items is really confusing and makes me spend more time in my inventory than playing the game. Hope that feedback helps.
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So now that we can combine items, what is my motivation to reset? I have been consistently progressing, having characters all past level 250 (I keep this, sure, but I can keep leveling now), damage in the millions, run speed so fast they're all Sonic the Hedgehog... Why would I reset and lose those items? What do I gain?
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Fun fact: Heroes with negative speed stats transition to Warp Speed. Try it (iron armour combined into things, no +walk speed) and see!
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I would like to see a greater variety in items, and maybe perhaps certain "rare items" that if upgraded in certain ways can maybe carry over through play throughs?
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there should be a check point for each 10/20/30/40/50
floors or so.. so that we can go there instead of starting from floor 1 again
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Need to rebalance the combinator. Currently, trying to combine 2 lvl 35+ items brings the cost past the gold limit. I suggest either capping the combination cost, increasing the storage type for the gold variable (8 bytes, float or double), or setting an item level limit for the combinator.
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the concept and format for this idle game. If you add content, depth (prestige) and functions to make it more convenient and smooth as an idle game, then this could be "next level"
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There needs to be a way to disable the custom cursor. On chrome, the game lags every time the mouse leaves and enters the game area. On top of that, the cursor lags behind (and wayyyyyyyyyy worse with shaders on).