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you should put the "rebirth points received after reset" info directly nex to the actual rebirth points like 15 (+150) -> this info is kind of annoying to look at as it is
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I know that Bally is supposed to be doing a generic grunt after it gets killed, but my mind registers him as saying "BRUH?" like he's genuinely shocked that I'm murdering him for money every single time lol.
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Coins needed to get RP seems to increase each time and not reset with rebirth. Looks like it's 50+level. I really don't like this. Punishes you hard and compounding for not upgrading RP per level ASAP each time. Either make the RP per level upgrade apply retroactively or reset the coins per rebirth level after rebirth. Right now the optimal way to play is no fun and idling for long punishes you hard due to permanently lost RP. Ruins the game for me. A shame because the game is nice and interesting otherwise. But I can't keep playing.
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why does my game not save? not even after manually saving. any progress is lost after closing the browser....only file saving works
My game is using default browser data saving. I tested it on all up to date browsers, and it worked perfectly fine. Maybe your browser is outdated, idk. You can open browser console, maybe you will see some errors, and if there is one, write to me.
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the SHIELD concept likely needs some explaining. like can the first towers even damage monsters with shields, if not, what to do ? what happens if the laser tower can do some shield damage, is shield rebuilding, ...........
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No longer works with firefox; still works with chrome, but chrome does not have all my firefox progress and maybe you prefer to wait tomorrow to see if it's fixed instead of have to use chrome forever for this game (UGGGGH).
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No longer works with firefox; still works with chrome, but chrome does not have all my firefox progress and maybe you prefer to wait tomorrow to see if it's fixed instead of have to use chrome forever for thi game (UGGGGH).
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It would be nice if the turret could rotate the opposite direction of the way the enemy is coming even if it might be require more degrees of rotation compared to the other direction to make for a more guaranteed intercept. I hope that makes sense? I'm not the developer, so I could be wrong about why that approach would work. Again though, good game!
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I might be wrong, but it feels like the turret AI/decision making when it comes to choosing the direction to rotate could be improved. If the turret is facing south, and an enemy is coming from the north west and will continue to move in a clockwise fashion around the turret, it seems the turret will choose the direction (clockwise or counter) to rotate based on which has the shortest distance at the moment, instead of taking into account it's rotation speed and the speed of the enemy. So sometimes, it will rotate clockwise, the same direction as the enemy, but it will take so long to rotate all the way around that the enemy will go completely around the turret without ever being damaged, then the turret will do the same rotation to meet the next enemy and again never get a shot off.
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I think this game is a fascinating concept, and while I enjoy it now, I think it has a lot of potential to be even better. First and foremost, I want to say I like that the developer is working on this, and hope they'll continue to update/upgrade it. I do have an observation though.
It will make difference only for "start coins" upgrade and will take REALLY much time for me to do it, because my in-game systems don't work the way to handle this, so I think it not worth it
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I feel like this could be fun but due to how slow it is early on and you have to keep it main screen to progress really ruins it. It would be nice if it would work in a seperate window/tab.
Yes, it may be a bit slow at the beginning until you unlock rebirth, but then the game will become more active! I'll think about how to fix it, thanks for the comment! And as I wrote in the comments before, the fact that the game can't play when it's not focused is a limitation of the engine I use, and there's nothing I can do about it
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rotation speed, attack range and mob speed... And grid size, while we're at it...
What are the units?
Without those, it's kinda hard to do any meaningful calculations and strategize
Hm, interesting point. So, grid size is 120x120 px, and all distance/rotations values in the games are in pixels. Probably I will add some information about this to the game, thank you for advice!
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Your game is boring because it's slow. The third level upgrade of monster speed costs 29.52 coins and add 0.3 coin for each kill. That means 100 kills to recuperate the money. Each monster takes 3 seconds to spawn so you need 5 minutes to recuperate the money. Even "kittens game" isn't this slow.
Rebirth upgrades allows you to noticeably increase monster reward, and it unlocks in first 10-15 minutes of playing. There is much stuff in the game that affects your income. Very strange way to calculate "game speed", especially when you just strated playing
Unlocks are available to buy on a certain count of total coins collected, upgrade unlocks when you have enough resources to buy them, so just keep playing! Hm, I think I will add more information how to unlock stuff in the next update!
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music volume at lowest setting makes music go away, but on reload/refresh of webpage music is still again playing on very low volume. SO something isnt set correctly on game start. sliding music volume slider to right and back all left fixes it, still annoying. So is your nerderror voice on each game start (sorry)
Hm, okay. I already got same reports before, but didn't experienced it myself, so I will take a look at it, thank you. And yeah, it's not my voice, but I will ability to skip intro :D
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A bit of QoL idea. The menus are well organised, but moving between them gets old very fast. Maybe some upgrade centre where you'd see all affordable upgrades and could buy any of them would be nice.
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umm So the gamedesign sort of punish you for doing longer rebirth, instead of rebirthing to get the RP value a soon as you have enought RP. I have some sort of OCD when it's about minmaxing in idle games. I'll have start from the all begining again after udnerstanding that.
The game does not punish you for a long rebirth. If you are referring to the goal for getting the next RP, it is not reset when you rebirth, so it doesn't matter. On the contrary, the longer you don't rebirth, the higher your income, the more RP you actually get. I guess you misunderstood the mechanic
It's all about tactics and right balancing of turrets and monsters upgrades, this affects progression very much. It's not that type of idle where you're just buying all stuff mindlessly
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If the game isn't your active window (ie, you just have it on in the background while you do something else), the game stops. Hard pass.
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Would be interesting if time played gave, for example, some sort of linear-growth modifier to rebirth points earned, in tandem with coins earned. (As an idea.) Or, maybe, every 100th monster spawned is churned out as a 'mega' monster worth 10x said monster's original value, but at higher difficulty to defeat (perhaps wherein these mega-monsters simply can't loop through the map more than once, from start to finish, giving one chance to reap the reward)? Some quirks like that could be a bit fun, and rewarding :) Looking forward to seeing the range of unlockable mechanics within each system of the game. Mini/temporary-buffs, achievements, all the different kinds of more imaginative and creative, and fun content, and anything far and between~
Thank you! Yeah, I already planned to make some sub-types of monsters, so I think it's near to what you talkin about! And now, when it seems to be that I finally finished all basic game systems, I will spend more time on things like temporary bonuses and achievements, so I will do! Stay tuned :D
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I'm curious to see how Rebirth Points will influence progress in a new and substantial way, beyond starter coins and RP value; to see what kind of ideas you have for the coming monsters, for the strengths and weaknesses and utilizations of future towers, all sorts of other new tricks, ideas and mechanics you've got the skills to program in, and how you can add onto the current ones (a la the clicker hero's damage and usefulness). Likewise, I'm equal-parts glad, grateful, and happy to participate in this beta gameplay, in earnest, to see just how far it has, and will, come :) Cheers!
Thank You for such detailed comments! :D
Yes, I'm already working on new buildings and monsters to make the game more tactical, as well as add new challenges that will allow you to test your skills!
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Am big sad that game doesn't run entirely consistently depending on how far it's pushed into the background (for example, a Chrome browser user would find that progress is paused whilst a different tab is open)-- but that's just a small gripe, whereas, on the whole, the rest of the game is pretty excellent, and I can see some great potential for growth and development into a full-fledged idle upgrading game. :) Looking forward to the progression. Nice job thus far on the beta of this new project, NE!
Thank you very much! ♥ The game can't be played when it's not focused due to the engine I'm using, I tried to fix it, but there doesn't seem to be any way. But I will think about offline time bonuses, so maybe they will smooth over this problem!
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in UNLOCK it is called rockster, in statistics it is called stonester (maybe thats the reason why it doesnt stays unlocked on rebirth ?)
All unlockables except Gunshot and Bally resets after rebirth. I'm planning to add autobuyer for them, or maybe an ability to make unlockables permanent by RP. And yeah, "Stonester" is an old name of Rockster, so I will fix it in the next update, thank you!
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I was skeptical of the game at first, but after playing it now for around half an hour, I'm enjoying it. It does take some time to get going really, slow to pick up, but it does slowly pick up.