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The gameplay is pretty generic but I give it 4/5 due to its overwhelming graphics. Such excellence in the cuteness department is rarely seen here on Kong.
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Hi the game is very nice and i would like to play it more. The only thing that is realy anoying is that it takes more and more RAM. would be awesome if you could fix that and maybe add a quality mode, where you can set the quality of the Game down for not as fast PC´s.
BTW after 5hours the game takes 2GB of RAM
We have improved the memory consumption of the game in our latest version. I hope that it works out for you. We will still improve the game's performance as we go. Thanks for your feedback!
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The hero seems useless beside for the power. I am starting and my hero is doing 200 damage in a stage while i do 5k by clicking. Also i would like to be able to farm experience because the 320/min is nothing compared to the 160 i get by killing a creep.
Once you get some spirits, power shifts to Sylpheed. We intended click damage to be very effective early. We are currently on our way to improve the core progression. Thanks for your feedback.
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After trancending it would be nice if we didnt have to start all the way from the beginning. An idea could be to start at a level, for example, 60% of the previous highest level attained to the nearest multiple of 10. I think this would take out a lot of the downtime in progression.
We'll give the core progression a pass in the upcoming releases. Nothing is set in stone yet but we have an idea of progressing while offline and giving the option to transcend without resetting. Let us know what you think about it.
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For those of us who are progressing really fast can there be any option to disable the exclamation point over stats so it doesn't feel like I'm being pressured to apply my stat points every time I gain levelups?
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Hey there, if I dare make a suggestion: would it be possible to "halt" the auto-progress manually, for example in order to grind more XP before taking on the next lvl? As for now the only way to do so is to go offline and let the game grind by itself...
Thanks in advance for considering!
Thanks for the suggestion! We actually had this before, but opted to remove it (as seemingly it wasn't getting used) and let the game auto-progress. Instead, we've added an xp/min and anima/min (found on the upper left) which makes up the majority of your idle progress. This also enables non-dps builds to farm. If you still feel strongly about this, please let us know in the forum.
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Seems there's a bug with the new challenge, as soon as I load it up the enemies do not spawn and i'm left standing there unable to do anything.
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The graphics are good, the game play and skills are cool, but this instantly felt like a never-ending grind after the first few minutes. There's just not enough here to feel like you're actually accomplishing anything.
Hi, we have plans to improve the core progress and to also add more content in the future. If you have any suggestion, please do hit us up in the forums. Thanks for the feedback!
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this new challenge mode kinda look nice but at the end suck, because in high levels when you need a lot of tries to beat the stages its hard to get 3 challenge wins for daily quest, and more for idle players than play 1 time each day, we need a chance to play previous stages, and high stages better % to get better runes, because on new mode still didnt get a rune that its not common :/
Hi, we're still testing out the new challenge mode. Balance will be adjusted accordingly to make it less frustrating. In the next version, we'll also be changing the Win Challenge Mode quest to simply Enter Challenge Mode. Edit: We've rebalanced and tweaked challenge mode in v1.0.0
Thanks for the feedback!
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Would be nice if the music would save as you have it set up so that way it doesnt have sound when you go to a different computer
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my save file just went from 106 days to 94 days... not sure I can continue playing this game until a reliable save option is implemented
Thanks for the feedback! We've noted this and will return it in a future version. A lot of people have given feedback on this particular feature. Edit: We've re-added the skill auto on/off toggle!
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Please make it so you don't have to transcend daily to complete all daily quests. There's no way to become a high level doing this
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I think I mentioned it for an earlier version, the art is fantastic, the music cheerful. Just a good experience. For less idle players some kind of accuracy based click damage boost might be nice, like major damage increase from headshots etc.
We're currently brainstorming new ideas and we'll note down your suggestion. You can also check out the mega suggestion thread in the forum. Thank you for the feedback!
We do have plans in the future to add more RPG-esque features while still keeping the core game an idle/incremental one. We're really interested in what you think so please check out the mega suggestion thread in the forum and let us know your thoughts!
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Another series of suggestions came to mind (sorry for long post): 1)Wondering if there was a way to implement some kind of trait add-on system, where the traits each particular rune upgrades are highlighted. I've found it trickier to remember exactly which bosses to fight for which traits, ending with "wasted" traits and boss chances. 2)Perhaps increase the amount of challenges per day if players can essentially snipe through each challenge boss. 3)Increase boss health to compensate for these supposed extra chances. That, or increase boss rewards per time, depending on whether one-hitting bosses or not. If it's first time completing a boss, base 100 runes; second time, more; so on. If this won't work, just flat out increase amount of runes needed to upgrade a boss. Final suggestion: silly one, personally, but do the Skyrim method and have some kind of Legendary Skill Reset system to where traits start over but get better over time.
1) We'll be replacing the traits system with Spirits in the upcoming version. This also means, the rewards for challenge will also be changed. For more details, please read the forum post. 2) In the upcoming version, the wait time will be shortened to 2 hours. You can store up to 5 entries. Update: We've released the v0.5.0 with the Spirit System that replaced the Trait System
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I really wish there was a way for challenges to be available more often. Maybe clearing a certain amount of levels could reduce the timer once per day or something? Or maybe you could challenge a boss for no reward other than time off the wait? An option to reduce the huge cooldown would be very nice. Very nice game otherwise!
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The only main suggestion I'll inquire on, is a sort of "Fast Forward" option to get through the earlier stages a lot faster. Once one gets the ball rolling with one's gains, it does indeed take a while to get back up to later stages. A skip would help with this. It'd figure out how far one would get with just base stats at first, then one could rip along as wanted, or perhaps it can be a continuous thing once one can afford hundreds of levels per stat boost. Just food for thought.
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my save file isn't staying up to date after the game crashes for excessive memory… only annoying cause im losing trait progress
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Just hmm would rather like to hit a wall where the enemies just get too strong instead of some fight against stat reducing level ups. Might be just me, but the algorythm could need a rework. It just feels unfun to not get stronger by contributing stats and hitting this cap all the time. It will be the same at every point. For example Dps 500k->not enough stats/per level -> stat dimishing hits you and you lose dps instead of gaining again.
We have a rework on stats in the next major update. The only thing that's diminishing in the upcoming version is critical chance. We posted a preview in the forums for more details.
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Well dps went at level up from ~100 down to 90 after contributing stats. This feels like a struggle to not hit insanely high numbers except for base damage/hp.
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Interesting, I'd have to see how it functions in practice but the new UI looks like it'll be servicible and give a good bit more information on how the stats work.
One minor thing: In that preview for the new UI. Deffensive is wrong, should be defensive, one f. Hehehe.
(Also can't believe I somehow missed that you have forums up. If I see anything else I think is a bug I'll uh, actually report them there where I should have been apparently.)
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To the RE: Archer devs, I've posted a segment on how your game is handling resources on a few browsers in the Report Bug & Issues section of the forums. I've worked with some of these problems in the past and have median level experience on consultations when dealing with said issues. Take your time reading it and if your team thinks it's something that could develop into a more serious issue in the future, please reach out to me. I would be more than happy throwing ideas around.
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Oh and fairly major balance thing. Personally I love that it works that way as it's super useful buuuut. The momentum traits skill cooldown reduction per basic attack seems to be functioning off of... per hit. Including hits from skills. Like the ultimate. And the arrow rain. And the pushback whirlwind. Considering the tooltip I doubt that was intended even if it makes it reaaaaaally useful. Should probably correct the tooltip or how it functions.
We intended it to work on everything as long as you're hitting the enemy. Traits are currently under a major rework. We'll keep most of the old traits and make them simpler. On top of this, we'll be adding more of them. Stay tuned :)
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Neat, thanks for responding to my previous posts. Another thought, in your UI design are there any plans to add tooltips or help documentation or something detailing the exact mechanics for the skills? Damage multiplication, cooldown without using it, number of shots, etc?
We're adding more information and tooltips to the UI. There will be hover tooltips for the next version. We've redesigned a lot of the UI elements as well, here's a sample of the incoming stats window for v0.5.0. Please note that it's still a work in progress and it's still subject to change. https://imgur.com/z1dpH2u Let us know what you think!
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Other ideas: An option to make anima gained in a round visible on the field without going into the anima menu.
An option to make stat points available to spend visible in more than single digits without going into the stats menu.
Thanks for the suggestion! We're actually reworking parts of the main HUD, so anima will always be displayed. We'll think about the stats. Update: The HUD has been reworked in v0.5.0
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Oh also, I seem to get the issue with being stuck on the first round unmoving. It seems to be triggered by going into the anima menu (and possible spending, not sure) before firing at least one arrow. Refreshing the game fixes it but, probably something to take a look at and fix.
Thanks for the report! We do have this issue currently tracked, currently, it happens when you open any UI while transitioning, before an area starts, though we do not have a 100% success rate and trying it out.
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If you queue up the first or third skill to fire in between stages they miss spectacularly and are wasted except for sometimes the last hit of the first skill). It'd be nice if the game knew to fire them a little later so that there are targets for them to hit.
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Oy guys, heads up on what may or may not be an issue.
Upon resetting my Anima I am now stuck on the first enemy (Hopping White Bunny) and nothing will happen. Tried resetting Anima again, resetting page, etc. Seems to be no change in each instance. Enemy keeps hopping, characters keep doing idle animations.
Message me privately if you'd like more information and I'll screen shot as much as possible.
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so i've hit the cap of current stats and its seems levels arguably i could go further with traits, but probably not by much... most skills CAP at lvl 30... which is odd, game really ramps up to the point in the 350s it is really slow and bogged down. A larger game play needs to be introduced, it feels like it lacks of level of permanent progression, especially with the STATS CAPPED! :-( Perhabs a relic or artifact system that would gain exp through higher zone progression (encourage people to play more/further) and give larger permanent base rewards, such as skill cool down reduction, or giving you 2 arrows per shoot. Also an exploration/map game play so that as you progress in zones you can choose to engage different bosses/mobs. I'm just throwing out a couple ideas, but as it is the game lacks lasting depth and replayablity
Thanks for the feedback. We'll be inspecting your data. We capped the essence to test how the 0.4.1 rework will go. Previously, essences were impossible to cap :(
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With the below said, traits could potentially increase your hero damage more than clicking. The rate at being able to do challenges means it will be an incredibly long time before using an idle hero play style would ever become better. My assumption, cash purchases will be introduced to refresh challenge timers, will not be used much at all by players since none of the traits improve click damage which is how most players will be playing.
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Played for long enough now I can say that click damage vs normal hero damage is not balanced at all. Using an auto-click, like a large portion of players will be using, does significantly more damage. The biggest gain from this play style is the fact that click damage only requires 1 skill to be improved vise 4. This skill improves your damage AND your survival. It eliminates the need to improve 4 other Anima costs and allows the player to invest heavier in anima gain and xp which drastically increase the rate at which the player can advance. In my opinion, click damage should be limited either by how many clicks per second a player can make and/or moving click damage to a different stat to force players to invest in multiple stats.
We're looking into how click damage will function in the future. For now, we could probably just cap the maximum attacks/s. We'll do some quick tweaks on the next version based on your comment. Thanks.