yeah...im trying to decide whether i want to change the bonus display to equal the bonus, or the bonus to equal the display. At present, im leaning towards leaving the bonus the same, and fixing the display.
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here are some suggestions: 1. exponential growth, currently 5% in +0 % feels like 5%, while 5% in +100% is 2.5, there is no way in efficiently growing the kingdom to a kingdom size; 2. food is a painful resource, if you are to growth the kingdom by 5 men while assigning 2 of them as farmer, please make it a growth by 3, and remove that food thing. 3. It might be nice if each worker class 'helps' the other, which means miner with end up helping the creations of tools that gives a % bonus to some of the worker classes, while lumberjacks helps by making furniture, mason for building shelters, which ends up every class have a major assist and minor assist multiply after its building bonus.
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the recurring decimals might point to the value being calculated in the wrong order. when calculating a value you must first multiply and then divide. divide and then multiply causes round-off errors in-between
EG: 10*7/9 = 70/9=7.77778... 10/9*7 = 1.11111*7=7.777777...
the difference might be small but it can easily cascade into a major deviation.
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Sorry, last one - any chance you could rearrange the Economy grid so that it goes Lumberjacks, Masons then Miners, going vertically? Either that or rearrange the horizontal grid at the top so that it matches the vertical grid. I know it's very minor, but it's easier to read (and looks a little better) when the horizontal and vertical listings match each other.
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BTW, the shift and control-click don't work properly at the moment, they both add/subtract all workers rather than the increments stated. Also, Total Production sometimes shows as recurring decimals rather than 1 or 2 decimals (i.e. 11.1000000000000 rather than 11.1/s). I like what you're doing with the game so far!
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LOL! I figured out the pop/growth thing yesterday (which is kinda neat) and took full advantage of only needing food for growth. Darn it :P Another suggestion - have a good think about how the game scales up. One of the reasons Idle Mine was such a success was that it's the only idle game I've ever seen that solved the scaling problem, and did it rather elegantly, too. For example, in most idle games it fairly quickly becomes almost impossible to read numbers as there's no thousands separators. You might be able to do something similar by continually dividing by multiples of 1,000 and adding K, M, B etc. to the number.
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graphics for the iron and stone resources are too similar. one's gray, the other's...gray. updates are nice though. keep up the good work!
can you perhaps tell me a bit more information? What button was hit when Available Population rolled back? I thought i had worked that out of everything a while ago....have you reset your data and hard reset the game (ctrl + f5)? This is necessary to ensure all of the new content and changes take effect.
Its about as generic as it gets. I'm no artist...just an aspiring developer. Thank you for the compliment, I am very glad you are enjoying it. Keep checking back regularly for updates :)
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am i missing something regs food? what does it do? not required to build, and population does not starve or reduce output with 0 food!
Perhaps you could send me a screenshot or let me know how many Pop, farmers, and food you have. Pop growth is based off of your total food, not its production, so if you have 0 food, and a large pop, it will take longer before growth begins, as you need 1 food per Pop before growth begins.
Hopefully we can get this issue cleared up. Thank you for the error report and for your continued support of Kingdom Idle :)
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could you please change the precise shade of the green text?
the current shade doesn't have enough contrast to allow for easy reading. the black and red texts don't have this problem.
Unfortunately, with this still being in beta, resets are going to be a necessity from time to time. In future updates, I will be sure to clarify whether or not a reset will be necessary. With new fundamental gameplay content being added almost daily right now, resets are going to be almost a daily thing. Once the ground floor coding is done, resets should happen far less often.
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gah, dev please look into this: farmers give me +1 food per farmer not 2. i can't get ANY growth rate at all and am having to juggle the lone farmer around for upgrading buildings >.<
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I've done a quick comparison between the various base-productions and the end-results and have discovered that the result for farming doesn't match up with the rest.
farming= base*(2+buildbonus+lordbonus).
others = base*(1+buildbonus+lordbonus).
however I concede that this is most likely to allow one to do other things than farming in the early stages of the game.
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i haven't slept in the past 24 hours but im sure I upgraded my mine to 6 and switched to the ruler screen and when I went back my mine was 4
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May I suggest something like shift-click to add/subtract workers in units of 10 and control-click for units of 100? Alternatively, as it's more scalable, a box on the economy screen where you select the number of workers to transfer per click.
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Nice game so far! There's something odd with (I think) rounding, though. I've bought 8 levels of Lord Farming, but apart from the first level, each time I buy a level, food production doesn't increase (other production increases by 1 per Lord production level purchased). I suspect this is something to do with where the Lord food production fits into the food production/consumption formula. Also, if you have negative food production, and increase it to zero, the food cell stays red even though you're not losing food per tick. 3/5 so far, but I'll re-rate if there are more updates.
The Lord Farming level was only adding 1 Food per level per cycle, so usually if your pop was growing, you wouldn't notice the change until adding Farming levels after your pop was maxed. Lord skill effects have been changed, and the Text Color issue has been fixed. Thanks for the feedback and the support :)
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Great changes. Still needs some balancing which you will see as you play it. Perhaps an expansion of the "Ruler" section points, and a better explanation of what they do might help.
The help texts have been clarified. Thanks for the feedback.
More ruler skills, a quest system, and an equipment system are all on the To Do list. Keep checking back as I will be updating regularly with content expansions.
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Oh, and you should probably move the updates that you show in your description into the updates... if that is possible.
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Do you have photoshop, or a program along those lines? If so, you can use a magnetic lasso (Google it if you don't know what it is.) to get only the blue back arrow, and get rid of the white surrounding it. Game is much slower now, good job. Also, you may want to explain what the ruler's bonus is, that way people know that a level x logging gives you +x p/s or +x%.
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The thing just sits there... Is the game broken? There's zero HUD telling me what's going on. I click on some unit/building buttons and nothing happens. Do I not have the resources? Why isn't there a popup that tells me? Do I have the resources? Why aren't they shown on screen? I like Idle games, but this, right now, is deeply flawed, and seems to be missing some pretty basic elements.
Technically, the game wasn't broken, it was more of a "developer's proof of concept". The latest release offers much more than previous releases. Hopefully, you will take the time to check it out.
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needs an army section, (xyz amounts to build). leading to attacks/plunder from other kingdoms at random points in time. natural disasters ie floods, earthquakes taking goods or buildings make more random. a time limit of days to build or collect would ad a point too. all can be done easy without a front end graphic. look forward to the updates.
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Looking forward to see more expansions. Words of advice:
1. Have tutorial or something to teach e.g. how many merchants cant fit for 1 market?
2. Visual of the town more prosperous as the town continue developing.
3. Some ruling system maybe e.g. having king, lord, etc.
All very good suggestions. Most have now been implemented. The ruler system is on the To Do list, and will be coming up right after smithing and research. Thanks for your suggestions and support.
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(Just thought of it, also waiting to comment with more ideas/solutions after the update.) You need music. Although people don't always listen to it, it does help boost a games rating and attractiveness.
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Ok concept, but lacks anything to achieve...after about 10 minutes of playing, I've built up enough resources to click as fast as I can constantly without the threat of running out of resources. For instance, I had 350 merchants and I just started clicking, stopped at 1308 (which, by the way, it only displays the first digit for the number of merchants). Only reason I stopped was my hand was tired. At that point in time I was able to afford about 20 merchants per second, but could only click probably 3 per second. My food stocks were high enough that it seemed to my calculations that it would have taken me another 10 minutes straight at 3 clicks per second with the increasing food cost per additional merchant. And at that point I would have enough gold/wood that I could just do the same thing for farms and markets before heading back to the people.
TL;DR: It's endless, which isn't bad, but there's no goal, and the resources grow too quickly. Oh, and there's no use for iron...
Other than having a goal, I believe all of these issues have been addressed in the latest version. We sincerely hope you will give the new version a try.
That is the end result, hopefully! I realize the GUI isn't much to look at now, but once I have everything in place for a good 1.0 release, graphics are the next priority. Thanks for your comment and for playing.
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Greetings all :) I'm home from work and coding like a madman to implement the next few phases. On the itenerary for the evening are, in no particular order: 1) A tutorial screen, which will eventually be replaced with a popup text box for each item. 2) Housing and population, limiting the number of workers available. 3) A warehouse and workers, limiting the resource cap. 4) Kong Stuff: API and Preloader. 5) Upkeep costs for workers and buildings. 6) Adding blacksmiths to start using up that iron :)
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I got all my structures at 250, i got 500 people every where, i'm earning 125.000 resources/sec, but uprades only cost 5000/2500 or 25000/12500. The more resources you have, the more click you'll need.
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(I need to stop making multiple comments.) I should also tell you that for the kong gaming page (The page we see) Where there is Info/Description/Instruction you can add updates somehow, that way you can keep your updating comments, but also allow the newest players to see what the description is.
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Not bad, there isn't much to it yet, but I can see a future in this game. You need a purpose to iron. Another reason to get more gold/wood/food, make it possible to open the market to sell/buy res. If you want, I can give you many more ideas I have, just say so. (MAybe later, I'm kind of sleepy at the moment.)
Iron technically has a purpose, it just hasn't been implemented it yet. As for the Resource Market...I love it :D That is definitely on my To-Do list now. Thank you for the suggestion, and yes, I will listen to any suggestions you may have.
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meh. nothing to it. it is an idle game, but seriously the entire game is just sitting with an auto clicker on merchants and farmers, because the tedium of buying those 2 just to buy more will cramp a finger.
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maybe, Start off with one person who then brings in enough of something to bring in someone else. eg. (start off with a cutter who then brings in enough wood that a farmer builds a farm and then after the two of them bring in enough they bring in a merchant.who then expands the fame of the hamlet so that a miner comes and start mining. that way theres actually something to start people off and gain more interest.
This is an excellent idea. The all 0's start was technically a bug i was having issues with, but I have it sorted out, and it will be implemented in the next update. Based on your idea, I have plans to add a "peasant" worker that can be assigned to jobs. Great things to come. Stay Tuned!
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The typing icon is kind of annoying. I would also suggest maybe making a buy button next to the text for hiring and building. The active area of those buttons seems to either move, or not be in the same place. Because a lot of the time when I clicked, nothing happened. And yes I had enough resources.
I am working on that as we speak :) Thank you for your feedback and for playing. Updates coming in an hour or so.
Update: Annoying text cursor fixed! Still working on the issue of unresponsive buttons.
Definitely open to feed back if anyone has any suggestions or experience with this.
Update: Button Lag is fixed.