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I really like this game, it's got awesome potential. I love the heros, fighting dragons, as a side income. It also keeps me praying for a quick hotfix that will re-enable the spawning in the wild after a reset *hint hint*
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@exportforce The money you see is $/s, and things take more/less than 1 second, therefore you'll see different cash outputs than listed.
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The game doesn't save correctly. After returning I lost all temples and towers as well as their upgrades. Also the pace of the progress is really slow and needs to be adjusted. Furthermore improve the AI of your raiders and they shoudl return to the wilds by themself after they died.
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well.. i reseted my game once... couldnt spawn any monsters afterwards. Atleast not the normal drakes. Was able to summon the Big Drakes and afterwards the normal drakes... now both where flying around the wilderness. made another reset, reloaded the game as i couldnt even kill anything and now my progress is gone ._.
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It would be nice to have an option for heroes to automatically head back into the wild once they finish healing in the city.
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Mana shards should be auto-collected, not this click-fest. Also, I believe the upgrades for drop rate of shards is not retro-active. So if I don't research the giant drake first, then any shard drop chance upgrades I purchase do not apply.
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In regards to my last comment... I zoomed back in because I was having problems clicking things, then I removed my bookmark bar to make more room. I'm still seeing $/s covered by monster info when switching from town to wild.
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Nice concept. After playing for around 2-3 hours, here are some suggestions I'd make: 1) Upgrades aren't consistent. An indicator of when the next upgrade will be available would be great. 2) Heroes are boring in their current state. It would be far better to offer a range of different classes from different buildings. I think it would be far better to have a hero slot open every 5 levels, and once they are all available, start offering hero upgrades or new classes. 3) Speed of the game is painfully slow. There's just not enough going on to really keep me interested in numbers moving up. I think adding more elements that reward active play would remedy that.
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After playing for several hours - I closed the game - came back later and all my temples/towers were gone. My gold mine/keep/university maintained their level - as did my heros (1 is still a priestess even though I have no temple). However, upgrades previously purchased weren't saved and reloaded properly - I maintained the level of 3 buildings, but all reverted back to a level 1 grade. This is made worse by the upgrades not being able to be repurchased.
Suggestion: Introduce classes earlier in the upgrades - "Healer class" is introduced very early on, but the next one I got (heavy infantry) came a LONG time (about 3 hours) later - haven't even gotten to the point of discovering more.
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A weird thing I noticed when I first got two heroes is that one of them will target the next enemy instantly while the other instead of targetting another enemy will run towards the city for a second before targetting the same enemy the first hero is already fighting.
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ok sorry last comment, the decimals in attack and critical are uneccesary because the values are so small that they do not matter. Raising critical by 0.001% will not effect gameplay in any way, and the .035 doesn't matter when your attack is 5 and kill enemies in one hit anyway. This game needs tons of attention and fixing, but it has potential.
While not in yet, long term high level mobs and heroes will have significantly higher critical chance values. Decimals in the attack rating...yeah, probably doesn't need that.
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How in the hell does your game manage to lag my browser!?! Either its a problem on my end or Firefox hates this game.
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hmm, not bad! I'm enjoying it so far. Figuring out what to do was a little tricky for me but I got it. You may want to incorporate some sort of tutorial or something for others.
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How long do mana shards stay up? I like the game, as people said you should fix the ai a bit and the icons, im playing it for 2-3 hours now and like what im seeing, good job! (even tough you probbaly should put up a alert like "help" tooltips which tells people where upgrades are and how you unlock them =) )
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troublemaker83: when you get higher level and unlock the priestess class, you will rarely have to touch the go raiding button again
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It looks like you do have an issue with heroes going back to raiding. it seems like its setup so that if you have at least 1 hero alive and raiding, they will go back to fighting on their own. I have seen heroes get stuck in base and not return to fighting until i force them to go back by sending to city then raiding again.
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to your save comment, i dont think the save is working at all. Not crashing and trying to open a new browser (which i never have issues with, even with unity) the game starts with 0 progress
I will take the save issue as my top priority to ensure that it's working. I understand the frustration of putting in lots of time(especially with an idle game) and having it not save.
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i have two heroes and one just stands at the edge of the map and walks back and forth only attacking anything if the enemy comes to it. it does not search out the enemies. good game besides that
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Also, the AI on raiding needs tweaked. The heroes tend to target the same creature. And when they do, if it gets killed, the other hero runs back and forth and doesn't lock on to another right away. This can end up causing one hero to run back and forth infinitely, while the other gets murdered because monsters end up respawning right on top of them until they're attacked by like 5 monsters at once.
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Is there a way to increase the speed of the Priestess? It seems like as you upgrade her Wisdom, her speed drops as well. Not sure if that's intended or a glitch, but seems kind of counter productive.
I'll investigate this. Wisdom/agility should slightly increase movement speed(also there's a keep upgrade). If it's going backwards, that is unintended and I'll get it fixed.
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Not much of an idle, if "Go Raiding" needs to be constantly clicked - why not have it, when a hero dies and regens fully, he automatically goes back to raiding while that option's selected.
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So once you change a hero class, you can't go back? I assume that implies upgrading/switching classes is good and always the best options?
Upgrading *should* always be a good option. Future patch will have a way to downgrade so you can pick a different class without having to do a soft reset.
The game does have an auto save(every 30 seconds), but Unity is rather infamous for losing saves on crashes. I'll be pursuing a fix for this asap for the next patch.
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I don't have any comments on the gameplay, because I just got started, but I noticed a few issues with the presentation. The graphics on the city, wild, and heroes are great. The icons don't look good though. especially the achievements and settings ones. They look all pixelized and stand out like a sore thumb against the high quality of the rest of the graphics. I'm also experiencing lag very early on in the game. Solid idle game with potential to be great.
Thanks for the feedback! I agree, the achievement icons need some tweaking to get rid of stretching. They aren't bad icons, I just haven't got my UI down to not stretch or create artifacts.
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HOW TO GET A HERO: You must level Keep to 5 then click on its icon on the left panel to upgrade +1 hero slots. Then you can click on the star in the upper right to hire your first hero.