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It takes ages to get iron already on stage 2, Haunted woods. It takes days to get there. Yes I know it is an "idle game", but taking several days already on stage 2 that is a joke.
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Upgrading certain cards such as iron mine don't bring any additional benefits. Perhaps new features could become available? In the case of the iron mine, it is hard to make it beneficial yet not game breaking at the time when upgrade is possible, but still an idea.
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really nice concept but I think this game needs a complete revision. We need stats, cummulative effects and just simple things like showing how much x items cost. After lvl 3 or 4 there is no need to still buy boosters, this should also be changed. Old lvls should also give benefits so they dont become useless
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for underworld, balance is kinda wonky w/ best build from what i can tell going w/ t3 producers and mostly t1 boosters; of the 25 cards, im only using 1 t2, it being hideaway
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Quite good game - but needs a lot more complexity to make us really use our brains. Also, I suggest some sort of craft function to try to enhance cards that create random enhancements - would give something else to do.
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@Nanoth from what I can figure, it eventually hits a point where the most effective tutorial zone setup is a Meteor in the center, 4 Golems or Inns in the corners (Golems are stronger when the cards are all level 1. From level 2+, Inns take it.), and a Honey, Mace, Sheep, and Ice Sword surrounding the Meteor.
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I just started, but from what I can see, Teir 1 cards only have a few useful bonuses.
The best I can work out with all the cards I have atm is 4 Crabs, 2 booted by Maces, 1 Mushroom and a Windmill and Mine boosting the mace wielding crabs. (Pattern should be easy to work out)
But from what I can see, ALL other cards in Tier1 are pointless to have after that.
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i like other peoples suggestions of multiplictivity instead of additive, for example if you have a bonus of + 200% for row + 300% for column + 200% for ajacent, and + 500% for the card above. That adds up to + 1200% or 12x production for the affected card. But if this was multiplicative, 200% x 200% x 300% x 500%, it would actually add up to 60x production on the affected card instead, which would go a long way towards production, this would also make it much more strategic where you place cards. And would make useless cards useful again as it is now. I get a better bonus by placing 3 ajacent boost cards then I do for next to or column/row cards, making next to and column/row cards basically useless
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I'm not understading nothing. Upgrades cards with 10 appearlly does nothing. What is about the stars? The bonus is even lower.
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I don't think I'll get above 2k/sec iron production. I need 14hrs to unlock the next place, but offline time is only 1 hour. I'm fine with 14hrs, but not gonna leave the game open that long.
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Maximum away time is only 1 hour? Come on, that isn't enough for an overnight! Maximum away time should be measured in days.
Just increased it to 4 hours now, with the ability to raise it by an additional 4 hours per ascension gem. You can raise it up to 24 hours now - if we go too far beyond that, I worry people might have their games freeze on startup once we have 10+ realms to process offline rewards for.
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I can't remember the name of it, but there is an idle game where you control several species themed kingdoms (starting with humans, then humans and orcs, then those plus elves, then those plus undead...) where a major mechanic over time became shipping resources that were much easier to produce in one kingdom to another one, where they could be used to significant effect. Not saying you should this or that, just throwing the idea out there as a way to tie the various boards together a little so it doesn't feel like a waste of time to even look at previous boards once you unlock a new one.
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it scales way way too quickly! and having tier 1 and tier 2 cards that does exactly the same (besides tier 2 is so much more expensive to get upgraded) screams for some balancing in values. either card cost or reward/effect.
the amount of cards could also be cut down as i see many of them is useless and used as "fillers" wich would also help on the above problem.
i like the concept. reminds me of reactor idle without it all blowing up constantly when u fk up.!
but again the scaling. ive played this game for like 5 hrs now and its getting boring being stuck in haunted woods with a wood production of 2890.. will take me 2 hrs and 24 mins with no purchase at all to get the required wood to move on. the stone on the other hand. WAY WAY LONGER! scaling scaling scaling. else it gets boring too fast.
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haunted wood tier 2 1 and 2 star card lvl 1 : max tree production 15/s, investor imp (tier 1 lvl 3) 40/s. max iron production 10/s, same as hades (tier 1 lvl 3) max boost 300%, meat (tier 1 lvl 4) +625% for tree, tier 1 lvl 4 cards +500% for iron. my max production for the moment 2k32 trees/s -> 35 cards tier 1, 1k32 iron/s 400s for 5 tiers 2 cards with hight chance of useless ones.
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Kind of ignore my last comment regarding the Underworld. It deselected all tiers for some reason, and I didnt notice it.
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I just got to "underworld" but I dont have any currency to purchase the basic card... I also dont have any starting card. Is this level not set up yet?
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the boosting cards would be worth much more if they were multiplicative instead of additive. half the boosting cards are fairly worthless as it is.
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I actually love your game and the constant updates are great. The cards themselves are beautiful and the game mechanic both simple and complex, it actually reminds me of chess. That makes the balancing issues all the more glaring.
Either
- make the packets cheaper (mass discount, discount in relation to how high your cards are leveled, sacrifice cards or ressources to get more cards per pack or reduce their cost),
- don't increase the cost of upgrades by factor 10 each and every time ( It took me about 30k of the largest Tier1 packets to get to Level 5. At my current production that translates to 20 days to get to Level 5 on my Tier 2 cards)
- increase the upgrade's effect: At first the cards effect doubled per level, then it multilied with its level, now it's +50% per level and the cost stayed the same. Maybe get something like +1% base effect for each sacrificed card? Or allow us to exchange cards: 2 unwanted cards for 1 desired card ...
I look forward to future updates.
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Dev, according to you tier 2 in haunted woods is 30 mins. Can you make a vid or something about it? because I either suck ass in this game or I'm missing something.
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I agree with the consensus, expansion 2 needs to be looked at for balance. The fact literally no one (according to the all time high scores) has unlocked expansion 3 yet should say something.
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Really like this idea! was trying to make something similar with unity, but not skilled enough yet! good job mate really fun idle game!
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Nice game, needs a bit of balancing in some cases but it's fun to idle.
Noticed a bug though: the "Safe Refuge" card at level 2 has a rounding error, giving a 60.00000000001% bonus instead of 60%.
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All bonusses being additive reduces the possibilities and makes taverns and the like close to useless. Perhaps some bonuses should be multiplicative.
In early testing stages of the game, all of the bonuses were multiplicative, but what I found was that it made effect cards way too powerful. You'd typically wind up with one card producing resources, and then have the rest of the grid dedicated to boosting it.
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Revised balanced build: Meat, Meat, DK, DK. Imp, Imp, Iron Mine, Hood. Spider king, 3 x DK. Spider King, Hood, Hood, Spider King. Spider king, hood and DK all are level 2 in this build.
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Poor design to have the first part of the game be so ultimately pointless, and to present so little content compared to the expansion. Im sure many people have started playing this and quickly said "Meh"
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Make all cards in the tier at least equally good. So many cool mechanics won't ever be used because Investor is soo god damn OP
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I have some suggestions:
Allow us to choose what slot to unlock, but whatever it is the price rises for the next slot, know what I mean?
Also make us have to unlock it again to place a next tier card on it. You need to have money sink and this makes us feel strategic
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Also to favor using optimized builds for Haunted Woods T1-T2(Which i also prefer over just getting crappy builds and waiting) i would suggest have better T2 Combos that specifically produce more Iron since Packs and Expansion use more Iron then wood