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Nice concept, but I can't see myself playing this for more than a few days. Once you get to a certain point, there are no new (and more challenging) levels. Also, the game needs an "auto-get" option so raiders pick up items dropped (after a few hours, picking up all the scrolls and such gets tedious). It would also be nice to be able to sell extra items, especially scrolls, to the merchant. I'd suggest an auto-level option, but that would make things almost as "auto-automatic" as some of the more annoying RPGs on here.
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Seems to be broken for Chrome as of May 14th (based on comment history). Looking forward to the game though based on everyone's excitement! Two diff machines: Chrome ver 42.0.2311.152 m, Win 7.
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regen of hp while in base should be 1% of max health,rounded up so it's always at least 1. if (maxHP < 100) {hp++;} else {hp+= new int(maxHP/10); if(hp > maxHP) { hp = maxHP;} }
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Quick suggestion, can you allow us to remove skills from our raiders, or maybe don't allow them to learn skills they can't use. e.g. cleric learning multiple shot because I didn't read description.
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some form of indicator when the trader is in town would be appreciated. Perhaps a star in the corner of the [view base] button.
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I like the game concept, but it really moves too slow... I've been playing for some time and only a couple of items purchased and only a few drops, that really did nothing at all. Progression is too slow to retain much interest. Some drops of books or weapons would increase interest greatly.
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Lots and lots of potential and not to be a debbie downer but I really don't like the fact that you can click to do damage to farm enemies. It's just at odds with the entire rest of the game -- and honestly is close to irrelevant in gameplay anyway. I really recommend removing it!
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Ohh fun times! This is a silly little game that i happen to like alot! Would be nice to be able to determine which adventurer is which. Keep up the good work. Definately I LOVE Kingslimes ideas as well, an upgrade path and specialties would rock!
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might I suggest an option to individually prioritize each characters specific targeting criteria ie. have rangers attack lowest health enemies and have knights attack highest health enemies or more to the point having priests prioritize healing the other units(i dont know how many times i have watched a priest attacking the enemy that was about to kill another unit instead of just healing him)
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Wait, is the Pabulum Pit the last farming map? (I rocketed through after finding out about the clicking... DO NOT reduce clicking power though.) How close are you to finishing a new one?
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Another thing that bothers me is that healers WILL go through enemies to go to their destinations; they need to be more defensive. Same with rangers
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MY problem with this game is that if I want to level up a class, it takes ALL the exp and not level once, I don't want to skip levels and leave some xp for OTHER classes too! That's why it's a 4/5 for me (for now)
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8-bit LFR! Great game from what I have seen so far, it is a little bothersome to have DPS/Healers run off to pull stuff when feel the need. Also I am all for a healer do damage if there is down time... but when half your party is dead or dieing maybe cast a heal instead of running across the map to pick a fight xD
Keep up the great work! I expect great things out of this game <3
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This is a great game :) Keep up the good work! It would be cool if there was a formation option or order of which they enter a farm map.
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How many zones are there? I'm at the Pabulum Pit but it looks like I can't get past here, which is strange since it's all small weak guys.
There are no more farm maps for now (there will be some more in the content update this sunday). But be sure not to miss the raids, the center piece of the game :D
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Needs the ability to hire different heros, have all priests or archers if you wanted. Along with this, the ability to fire heros. Also different hero classes should have different stats. 50% bonus hp for warriors, -10% damage. 50% bonus damage for rangers, -10% hp. overall a great work in progress, gives me hope for my own project. :)
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DEV : can u plz make something like a blacksmith to merges skill books.. etc.. ? something like this is u merge 2 heal book to have a lvl 2 heal book ( either better chance or x2 heal ) if u merge 2 speed book , 2x speed or 1% evade attack , if u merge hitstrike , x2 dmg or better chance etc... Also make it the same for the weapon etc... 2 dagger make 1 with better stats etc...
Also can u plz make 4-5 more maps with more xp ? and 1 raid ?!
The game is great but it need more more more more :P
thanks
Regarding content: See update this sunday! :D Regarding crafting: I haven't figured out the details, but there will certainly be a crafting system in the future! Thank you for your suggestions, though. I will keep them in mind.
There will be a level all button in the update on sunday (probably). Automatic toggle on/off sounds like a good idea though. Adding that to to-do list.
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Great game concept you have coming along, quick suggestion though, maybe make it so dropped loot gets automatically picked up after a certain amount of time has passed? Or maybe a loot all button somewhere, it gets irritating picking them all up when i come back after an hour of doing something else :P
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some ideas: base upgrades holding more soldiers for example, healing wells, traing center to lvl up troops slowly , maps with a chance of mini boss , i really love this game cant wait till its gets bigger and get more content keep up the good work ! =)
Yeah you should check back sunday for the first content update :D And thanks a lot for the positive words, those are what make me stay awake in the night hacking away to implement new stuff.
I will add functionality like this, but in a way that better integrates with the progression nature of the game and the gameplay in general. I think you'll like it! :D
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I would love to see a gold/hr xp/hr and dmg/sec list. I also think it would add more to the game if we could change how our lil raiders look. Either that or the gear they have changes their appearance and/or their level.
Gold and XP/hr is really hard to compute, since in this game what you can get depends on so many factors (apart from obvious ones like your raiders damage and HP, also stuff like item procs, healing time in base, movement speed of the raiders, how far apart monsters spawn on the farm maps, etc.), so it's not really possible to compute it exactly. However... now that I think about it, what we could add is a counter (or let's get really fancy: a graph) that shows you the XP and gold/hr you received during the last hour of gameplay. I'll think about it.
You can manually export a savegame in the options. Although, it should save automatically. If it doesn't your browser either doesn't support HTML5 localStorage (that would mean it's a very old version), or your browser's security settings are preventing the game from saving to localStorage.
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Well this is annoying. the character ran across the map and aggroed everything. Now they are all grouped, and after killing on of the very weak monsters, a really strong one spawned. It's basically impossible to play.
Yeah that happens sometimes, but it's intentional. Your raider is still weak, so he will have to make a couple rounds between the farm map and the base (to heal), but he will slowly chip away at the farm monsters until they die. Eventually you will you get more raiders, and also level them up. Soon enough these farm monsters will provide no challenge for you :D
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@Ovamaltine
Well, I can tell you that they don't have the same strength or health, but they do only give one gold each (At least as far as I've got)
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How do I unlock new farm maps? I unlocked one, but I don't know how. Probably by killing monsters in the previous one. There should be something to show that. Also, how can I get new equips? Can I customize and repair my base? I noticed that someone commented about a shop guy who occasionally comes. He should always be available.
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I haven't actually done the math to know whether this is true or not, but it feels like it is, and really needs to be fixed if true: healing at the base doesn't speed up as you level up. What this means is that the higher level you are, the longer it takes to heal, and the more time your party is spent missing a member. This is a particularly large problem while idling because it could put you in a situation where your party members fight one at a time and die before any other members get revived, preventing you from getting a good farming party going unless you manually tell them to wait at the base to heal.
Well, this is partially solved by your priests, whose healing amount scales with their base damage. Actually I found that they heal up anyone in the base really quickly, and at some point even thought about nerfing the amount of healing they do inside the base. Having your raiders die while farming is supposed to be punishing, and there should be a big difference in terms of how much XP, gold and items you farm on a map when you reach the point where your raiders can survive for a significant amount of time on them without dying. That being said however, fear not! Improvements in this area are coming "in the future", as there will be a way to upgrade the healing capabilities of your base (I probably won't have enough time to put it into the first bigger update on sunday, but soon after).
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as far as i can tell there is no difference in he maps - enemies have same strenght, health and give the same money and experience points, they drop the same objects. may be diversify that. and may be i am kinda of a dummy, but i cant seem to be able to change a unit's weapon, once i've put it there. also, i got way too much gold and nothing to buy, and where there is something to buy, it is always the same thing. the game moves a bit slow, too. (as a gameplay) these are my main complaints, i am sure the final version of the game will be awesome, i will be waiting for it. cheers!