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From nov 15 update: "- Cards that are Lv. 2 and higher show their level on the grid too now, not just in the collection.".... erhhh, not on the very first world! i only see the levels in the inventory there.
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I'd like to have a new sorting option: Quantity. May not be much of a factor in most of the gameplay, but could be useful when it's time to upgrade your cards.
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The next expansion (Underworld) is done now, just doing a little more balancing before uploading. Expect that to go live (and version 1.0 of the game with it) within the next couple of days. Note that the game will live at a new URL at that point, but I have a save exporter/importer ready, so your progress will carry over.
Nov. 18 update: the new expansion is live! And the game has a new build. See the "Updates" tab here for a link to the new version and instructions for migrating your save data over.
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Making upgrades weaker and weaker doesn't improve viability of the tier 2 much, because it also is weaker then, I think it'd be best if the cost of the tier 2 was decreased, or the way leveling works was changed (for example different cards could be upgraded different amounts, or in different ways, which could also make the game more interesting and introduce possibility of different optimal strategies appearing as the cards are upgraded).
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If you can't transfer saves from wip to non-wip, I won't be continuing to play. Can you not add the ability to export/import saves?
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import/export of data feature should allow saves to carry over; while its a wip, the general expectation is save compatibility
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Buying large numbers of packs at once seems to cause a bit of a responsiveness issue. 150,000 packs and 5 minutes later I'm still clicking "Wait" on chrome.
Just published a quick mini update that should speed things up significantly. It should take less than 10 seconds now on most computers, even with 150k packs.
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Feels like upgraded T1 cards are still way too strong compared to T2, but it also takes far too long to build up resources to purchase T2 cards.. so maybe if they were easier to obtain, the T1 Upgrades wouldn't be so good
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When you mouseover a card and it shows the Wood or Iron /sec, add another bit of info that shows the total after modifiers.. so like Base +3 wood/sec (modified 13.4 wood/sec)
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suggestion in shop: tier 1: 1 basic card; 1st pack with only random cards of 1 and 2 stars; 2nd pack: only random cards of 2, 3 and 4 stars; 3rd pack random cards of 2, 3, 4 and 5 stars; tier 2: the same as tier 1
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News: still working on new expansion. Plan is to have the "1.0" release of the game at that time, roughly 1-2 weeks from now. The game will be available on Steam too (the page is up now if you search for it), but fear not, Kongregate will always be the priority. I plan to keep adding new expansions regularly even after the 1.0 release.
Nov. 18 update: the new expansion is live! And the game has a new build. See the "Updates" tab here for a link to the new version and instructions for migrating your save data over.
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5/5 because it have potential, using mechanics that most idle games neglect: strategy, and more than one way to achieve the goal.
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man trying to get income ratio to be multiple of 16 is rough =(... because its best just to optimize iron out and toss in a wood producer and iron mine and that gives closer to 4 x difference or 20x difference depending on upgraded cards (less about position according to some pictures in comments)
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@ Rageburst you have a spider king that consume 30 wood; the warrior produce 25 wood => (25 - 20)+40% = your wood/sec; try this position: https://snipboard.io/oyiSI6.jpg
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Arkatar_K, negative production - consumption. Iron Mine card disables adj card's consumption. Check it out https://c2n.me/44tDYCt
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Is it intended that "disable wood production" doesn't affect negative production? I figured the Gargoyle would be useful for that but apparently the negative production is still in effect.
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I really enjoy playing this, but I think needs a better filtering system for the cards or an easier way to compare them. For example filtering by if they have effects or if they only produce coins. I really like the cards have limitations (i.e. has more coins with certain cards, only affects the card above it etc.) and would love to see more come out! It would be great if you could sell cards you didn't want or maybe use them to upgrade other things. Definitely needs more ways to spend money rather than on buying cards though.
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Hello to everyone! I don't know what seems to be the problem, but it looks like my game progress is somehow reset. This happened already a few times, totally randomly and there is nothing I changed not in a browser (I'm using Firefox and it NOT delete cookies and site data when is closed), nor in a CCleaner which am using for those purposes (in CCleaner I keep cookies from that game so it does NOT delete them). Is there something else I've mist? Game seems to be fun and I'm eager to see and find out what future brings, so I don't want to end it like this. IF ANYONE knows what's going on please tell me. I'm just a computer noob so this problem exceeds my knowledge. Thank you in advance!
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Also I think that the gold mine and any other card that says it increases gold production above and below, should be changed to directly above and below becuase I thought that maybe having the gold mine at the very bottom would affect the very top card, but it doesn't.
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I feel like after purchasing anything in the shop, that item should increase in value. And I think having a library to show all the different kinds of cards available would be effective.
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I had a mixed T1 and T2 layout before and almost the same layout still remains superior post nerf. I think the main problem wasn't the exponential growth, it's just that T1 cards are so cheap compared to T2. As it works now, I don't think you could easily balance this. My suggestion would be to completely rework upgrades and instead of buffing the individual cards each card unlocked and each upgrade bought increases a passive global multiplier for its ressource, that way T2 cards are better from the get-go and you'd always want to upgrade all cards in the long run. Later one you could even add more creative global benefits.