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As a heads up, if you have a card (or more) in play and have enough in stock to make a 10 count upgrade (or other upgrade counts) if won't let you upgrade unless you remove the card in play. TLDR: If you have 1 in play and 9 in stock you can't upgrade unless you remove the card in place 1st.
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Been playing for 30minutes
Suggestions:
1) Undo button for when you move cards
2) Tier indicator on cards.
3) The UI is too small, maybe you can build scaling based on screen size.
4) A library where all cards are detailed.
5) Upgrade and Upgrade all buttons should not be hidden behind another click.
6) The UI is cramped on the card screen and too empty on all other screens. Suggestions would be to make cards smaller and maybe go wider since you are worried about the laptop users.
7) On the save screen, previous saves should be in a menu on the right, shouldn't have to click on a dropdown to select an existing save (Wasted clicks and space)
8) More Achievements.
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there are alot of card that are just strictly worse versions of other cards, like say ghoul, ghost, skeleton, cultist, fox and naga in world one that are just flat gold per second, something to make those choices for that board more interesting would be to add some interactions between the bland cards, kind of like crabs and mushrooms that's a good interaction that feels good, and there's examples in the second board as well, i like the difference between imps and dogs, it seems small but if youre grinding for packs you'll really appreciate that the dogs get to their max faster than the imps, just my opinions and critiques so far, but I am really liking this game and can't wait to see the new updates
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How upgrading works?
If you upgrade with gems then you get a +1 upgrade on top of your other upgrades on all cards for that expansion without affecting combining quantity.
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@Fordesoft You should use less text and more icons to symbolize things. The reason you think you're running out of UI space is because text takes up so much more horizontal room. For example: Cards should just be a pack or cards, shop -> coins, ascension -> blue diamond.
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What an interesting new take on an idle game, maybe add an UI option to see the gps on the card, so we don't have to hover over it? Bigger resolution/fullscreen option?
Would love to see different levels/boards you could go that have special tiles on them
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"
That's a great idea. On a technical level, that will be easy to implement, but I'm trying to figure out where to put it in the UI.. running out of space... hmm..." You can just make it a button next to "upgrade" when pressing a unit. And to refind hidden units, just filter by "hidden"
By the way, it would indeed help if the whole game had a bit larger screen. I can barely read what the text says because it becomes so small in the underworld especially. Fun game though! :)
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Last comment before leaving, there needs to be a way to convert unnecessary cards (if desired) into Resources (Gold, Trees, Iron). Don't get me wrong, there's all sorts of strategies and uses for cards, but some cards just don't exactly meet our play style and I'd rather scrap them (such as, the Greedy Bird).
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Great game. Controversially, now you have permanent card upgrades and long-term boost from ascensions, I think it's perhaps a bit easy to upgrade tiers and new realms. Suppose I can't be sure without a hard reset.
Anyway - I've not seen many Underworld layouts, so here's mine. I'm sure it can be improved (I'm looking at you, Trampler!), but it works well enough for me:
COLUMN 1: Shellhouse, SpearFisher, SpearFisher, SpearFisher, Shellhouse
COLUMN 2: Ruins x5
COLUMN 3: Sharky, Gwen x4
COLUMN 4: Ruins, Ruins, Oasis, Oasis, Oasis
COLUMN 5: Hideaway, Gwen, Gwen, Gwen, DeadFish.
Hope it helps!
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Something odd happened when I did an ascension my first time. It wiped out all the cards in my inventory, but it didn't take out the cards on the board. I rebooted the game, and they were still there, but when I ascended again, they did disappear as they were meant to.
As an aside, given how much is needed to per gem, each gem seems like it should be worth more to production. Just a 5% boost per gem doesn't really seem worth ascending yet.
For the 'hiding' some cards, I'd go with expanding the filter. Adding on to the tiers, just put in a favorites, and allow us to mark cards as favorites.
Can you check the error log (press F12 and click Console) if the ascension bug happens again, and PM me the errors you see? I've heard this from a few people, but it seems like it only happens in very rare situations, so I'm having trouble figuring out what those situations are.
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I feel that the card upgrade using ascension gems would be more useful if it didn't count as a normal card upgrade. So instead of for example upgrading a card to level 4, you upgrade it to 3+1 with the same production as a lvl 4, but upgrade number of cards is still 1000 (for lvl4 and not 10000 for lvl5)
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Gotta fix or improve the resolution a bit. It's annoying to have to scroll down to Close when upgrading a card and I'm on a 1600x900 screen with barely an eighth of it taken up by this game.
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I think you need to explain things a bit better. The Ascend part needs explanation improvement, the "row" (some people may get confused by whether it's horizontal or vertical), etc. And, as usual, most games should come with an option Tutorial (a TL;DR version and a longer version should be a choice between advanced users and beginners).
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Needs some more QOL setting options. I saw myself immediately wanting to turn off the Confirmation message after buying something in the shop.
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for what grps said: easiest way would probably just be adding the card's base stats at its level in parenthesis or something beside the actual resource per second indicator, or vise-versa. For example, cultist might say in the bottom "+50 g/s (base: +12 g/s)" or something like that. That way nothing gets too cluttered
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For people who already had expansions unlocked - the expansions do get you an achievement bonus of 2%, but the achievements themselves aren't highlighted so it can easily be mistaken for being unactive.
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Is it just me or does every animation take way too long? like 15 seconds to open a card pack, achievements staying on screen way too long, etc
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Can you get an other filter? For like: filter for the first material you can get in the area (wood in first unlockable), other filter for second (iron) and other if there is more, it would help a lot to find cards :D
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Since I unlocked the haunted woods and underworld before you added achievements, I can't get them. Could you update it to check to see if they were already unlocked?
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I'm not sure if it's intentional, but I do see that a great deal of bonuses seem to be applied to things that do not directly produce a resource, but rather buff another thing producing that resource. For example, on the 3rd area, the Knight Capt is being highlighted by the Hideaway card. If that is intentional, then it would be nice to know for sure that buffs do stack with each other. If it is a bug, then this is me reporting it to you. Also, game is very entertaining so far. I love the concept and implementation. Can't wait to see where this goes.
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I would like to be able to move placed cards, without returning them back to deck, its hard to find cards when there is so many, especially on 3rd world, and sort filters, such as show only metal cards, only wood cards etc...
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Idea for replay variety: Random bonus/penalties on different map squares after ascending. This would make everyone rethink their designs every Ascension.
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its time for something else to spend gems on. Perhaps something like each gem spent increases production for all cards by 10% across all realms. Or something like that. Would also like to see what is unlocked after underworld
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I was reading you were having concerns with load up for when you return. why not have a realm you select where the days can be measured and the others just cap at 4 or so. Also i feel this would be so much better as a phone ap game. all and all fun game though
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I don't know why, but Spearfish (give skulls) got highlighted/buffed by Oasis (give Ether & Feather bonus) on my play. Is this a bug ?
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Ascending the Intro Realm provided the promised gem, but only removed my currency and my unused cards, leaving the grid as it was, cards and slots and all. Pulling a card out of the grid revealed that the slot was still unlocked.
Can you PM me with more information about which browser and OS you're using? I've heard of this happening a couple of times, but it seems it's only affecting certain people, so it's hard to troubleshoot.
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I'm only in the starting area, but without multiplicative multipliers organizing the field became much less appealing.
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BUG: Stage Haunted Woods: Spider King and Death Knight can not be placed. Seems that the new patch has caused this issue
Sounds like you might have run out of wood. Both of those cards will pop back out of their slots if you don't have enough wood to match their wood consumption.