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Quick status update: still working on the next batch of content. Could be out as early as tonight if things go well, otherwise likely tomorrow. "Ascension" is being renamed: it'll say "Unlock the next expansion: Haunted Woods". Haunted Woods has a 4x4 grid, two resources (wood & iron), and its own, completely new set of cards, featuring some new mechanics and some familiar ones.
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Pretty sure 178.5 is the highest production atm, you put meteor in the middle with golems in all four corners. Then fill the rest with honey, sheep, ice sword, mace respectively.
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I really like it so far. BUT...
1. Most of the cards are obsolete. The cons on most of the T2 cards immediately invalidate them.
2. Some kind of indicator on the card to show what tier it is would be nice. like a roman numeral I/II in the corner.
3. Some way to upgrade cards. maybe sacrificing x number of the same card to level them up and after a certain level they could gain a bonus stat or maybe even lose a negative stat. (like say, a Level 5 Meteor's bonus could change to "Disable gold production of other cards in this row" and a lv 25 Meteor could get rid of the "disable gold" stat entirely.
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Using some type of symbol on the card to show which cards it effects in the grid would be helpful. Maybe blue for positive effect and red for negative. This would let you get into more complex interactions without making the player go crazy.
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I like the game so far but with so many obsolete cards what about a merge aspect to upgrade cards. It might make lower tier cards more valuable and wouldn't feel like such a let down when you get a pack full of crappy cards.
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Good game, I do have one suggestion though. Tabs on top of the page for each card tier would be helpful in keeping things organized.
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@MrJelly101 I reached 169 but I need 2 more golems to max out. I think best setup is Meteor in the middle, Sheep, Mace, Honey and Ice Sword around it and Golems in the corners. It should reach 178.5
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Nice concept, it can be expanded into so many directions (bigger board, more effect affecting whole columns, rows or diagonals etc.).
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Game's not bad so far. Bit mad I didn't realize ascend wasn't implemented before waiting to get over 100,000 gold (which took awhile for the record LOL!) but I still like this game so far. I play a lot of idle games and this one is a nice spin on the genre. Hope it gets updated soon! :)
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3 golem, honey, inn, mace, meteor, sheep, ice sword 176.5/s.
Golems and inn in the corners (doesn't matter which)
meteor in the center and the other cards in there support positions
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seems max to get easily is 120 gold a second?
6 cultists 3 inns;
5 cultists 4 inns;
or first column cultist 2 column sheep 3 column inns
8 golem 1 meteor can do 126 gold a second but that seems super hard to get cards for
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Fantastic work with this so far Fordesoft. You have a great design running and I'm really looking forward to more. Also looking forward to your Eternal Exodus game :)
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OP Cultist Setup; Probably not the best but I like it.
Windmill, Gem, Windmill
Mace, Cultist, Sheep
Windmill, Ice Sword, Windmill
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I know that you're working hard on the game and i just wanted to encourage you. I really like the game so far and can't wait to see it progress!
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This is awesome. Mirroring what others said - something to use extra cards for is needed. My best was 170.5/min. Loved it, excited to see where the future takes this one.
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Um when I put the mace card down to the right of a card with the ice sword below the same card it makes it produce zero gold. Is that intended or a bug?
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As a big fan of the TGC genre, loved your game, as short as the current build is !
It's true that being able to do something with the extra cards would be nice. Not necessarily sell them, but trade them for other currencies, improving cards, buying temporary buffs.. Options are infinite !
Ascend hasn't been implemented just yet. I'll try and have that ready tonight or tomorrow. :) What it will do is unlock a larger grid and a whole new set of cards, which involve brand new resources (wood + iron instead of gold).
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Would love for a "Save Card Layout" option. So you can test out cards and click a button to quickly get back to your original layout in case the one you tested wasn't an improvement!
Great WIP, keep developing.
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2 Golem + 1 Honey + 2 Inn + 1 Mace + 1 Meteor + 1 Sheep + 1 Ice Sword is best for tier 2. I'm using 1 Windmill instead of the more optimal second Inn and it's already at 169gps.
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Is the ascension feature a future feature, or is it bugged? It says 100k but does not work even though I have enough.
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(3) That might sound overly negative, but i would suggest to go to the drawing board again before adding more like the stuff you already have and think how to make the game interesting to experiment in / the best solution not so obvious. Plain buffs are more often than not black-white, so are massive negatives (Stacking buffs either works, or it is useless; leaving a row empty either works or it doesnt, etc...).
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(2)You should think about other systems that make it interesting: I.e. Add some ressources. Building a mushroom gives biomass and other cards need that to produce more gold. Have some form of other limitation other that space: Have new field that you can fill with "spare" cards to do something. Skeletons dig graves that give you +1 space, higher tier cards give better boni and you need that space to fit in the more powerful cards. I am also not a fan of random packs to buy cards. I rather have unlocks and be limited by something else. Just as variation of your current game: Have a space limit that can be extended by a secondary board (same cards can have different effects there) and unlock cards by semi-logic placement of the ones you have (think doodle god). Placement of cards is limited by gold or maybe even additional ressources that you need other cards for. An active component could be ressource collecting with one "build" and another build for better income to consume ressources.
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(1) I think there are a few fundamental problems with the mechanics as it is now.
1. The game is too easy to solve. 2. There are already mechanics that are design-limiting. ( 3. No active component - which is a valid choice, but is seen more negative by most idle players i know)
To 1 and 2: Right now it is stacking the best card or buff the heck out of 1 card and fill rest with most efficient option. The conditional effects should be the go-to like your "Need mush for bonus", but waaay more involved. Disabling a whole row/col or all cards seem like a bad idea entirely: Either it works and you can see that in 1 moment or it does not and that seems like a bad design philosophy going forward. Adding more space for cards does not solve this by the way.