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I wish I could say I enjoy 2.0, but absence of overkill makes this game slow... So slow. I get it that in 1.0 we rushed too much, but now it just feels boring.
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It's ok to accept the battle pausing when opening status window(not so pleasuring though). But why also the skip-to-boss countdown? The countdown is progressing but the battle is paused. That's no fair.
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Unfortunately for me i'm playing on an absolute trash heap so I would prefer a more minimal idle under a similar theme.
Looks like it could be fun though.
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It seems to me that the drop rate for rare spirits has gone down a lot coz i play every day and havent had a decent spirit in many weeks now. All i get is spirits i already maxed which makes CM for me a bit of a waste of time and crystals. Also got to stage 500 in normal play and its a drag to rebirth. The devs haven't delivered on the release of version 2...sorry but the stars have to come down.
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Both my daily and my challenge timers decided 24h wasn't enough and are currently counting down part of 48h. =/ Still got to get a Free Spirit, but it sucks that I can't do daily quests or challenges anymore.
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My challenge token refresh won't happen for another 16h, and while I could get a Free Spirit from the shop, my daily quests won't reset until tomorrow. No idea what happened, asides from that earlier today the laptop went on standby in idle mode?_?
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Tch, didn't realise the time-cutoff had changed from 1 AM to 12 PM. Ended up completing a milestone 2 minutes after cutoff and losing out on both the run and the milestone rewards. Those really should be given out automatically.
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Don't know if anyone else has posted this idea, but how about making it so that on Transcend, we aren't having to start at the beginning. Main progression is becoming so long, that at some point, I won't have the time or inclination to get to the "wall" and progress farther due to time constraints. Possibly, say, every 500 stages make that the reset point? Of course, player would gain all anima and xp that would have happened before starting point, but it would cut down on the time needed to get to the wall and push farther. As I understand it, some players need a couple or three hours just to get back to the wall. I can't speak for everyone, but I know that I don't have that kind of time available to me, yet I want to keep playing.
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Is this game going to be coming out on android and ios because it seems like that kind of game I would totally play often on my phone. Other than that I love the game so far and can't wait for the future updates!@
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i read your topic about v 2 and it seem to be real good but remouving the anima progress from ofline gain is bad idea . you may also add a map with the lineaire progression but making it less reward full then the other maps and a good thing is fixing the stacks limite of this game i was a way for 2 months and when i came back i got only 3 days worth
A system where you can interact with skills, modify em change em is planned. It's still a ways off since we're trying to get a good footing with the upcoming update and we're improving our work flow for more content.
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I played for the first time today, left the game for a while to let it idle, and when I came back the daily quests and challenge buttons were both gone. Everything else seems to be in order, though. I'm using Chrome, if that helps. (other than that I really like it so far)
Yea we're aware of the performance and game loop issues. This has been brought up by the community, and in response to that we have been working on a 2.0 update that will rework and improve the game. Please check it out if you're interested
https://www.kongregate.com/forums/964834-re-archer/topics/1757700-preview-2-0-0-core-game-rework-and-more-also-discord-invite
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So I had my problem, which I stated the other day in comments, and it happened again. This time I had 2.79 mil anima in offline gains, I spent crystals to double that, but was only given 800k in offline gains. So I of course complained to wintermute1774. He responded back very quickly, was extremely nice, appologized for the problem, and took steps to make it right. So glad the game has a great dev team, thank you again wintermute1774!
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Really like this game although I have just one thing I'd like to see.
Can you guys add an option to view numbers in scientific notation? I really dislike the K/M/B etc. system.
Although, I like the game so much that I'm playing it even despite that, haha, while it's usually a deal-breaker for me in other games. So props to that, devs.
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Not sure if this is happening to anyone else, but the last two times I logged in from being off for awhile, it popped up and showed me what my offline xp and anima gains were, I clicked claim, but I didnt get the xp or the anima.
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Other suggestion is sprite loadouts. Would help greatly if I could have 2 or 3 loadouts for sprites, 1 for basic, 1 for cm, and 1 for testing things out
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Can we get duplicates of spirits already maxed to either continue counting for something or instantly crystallize? I totally understand not having them drop, as that would make it so over time you would only get heroics and whatnot. But having 2/3 of my spirits dead on arrival after doing 5 cms is very frustrating and I think the fix is simple enough.
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The ultimate skill thing is way too slow to cast. As far as I can tell, the enemies just keep advancing/beating you while the animation is going off.
This makes it somewhat useless in high pressure situations, which is where you would really need it.
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The game should use a big giant label on the Skip boss 1 use purchase. you have to be realy late game to try and use it *at least 450*
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I don't understand how this game is rated so highly. Compared to most other idle games, there's very little player agency or planning involved with anything, and the progression system feels whacky and off.
Player agency:
You don't get to choose skills, you don't (almost) don't get to make any choices in regards to how you get spirits, you don't get to upgrade most of your stats and you don't get to manage almost anything in general. This means there's little to no strategy or thinking involved, which I find extremely dull. I want to feel like my actions matter.
The progression is all over the place. Early game progression easily gets you into the 100's if you spend some of the in-game currency earned via daily quests in an hour or so, which is insane. RPG levelling systems are usually slow or 'deserved', but here, they just count up with little to no effort, which makes it feel less like an RPG levelling system and more like an auto-purchase feature from any other idle game.
Hey there, we're sorry that the game didn't live up to your expectations. This is still an ongoing project and we're still working towards a version of Re:Archer that could provide an engaging and worthwhile experience. You've brought up some good points and we're going to keep that in mind. Thanks for your two cents.