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Hello scorzy88,
Iam really having a great time playing your game :)
Would you consider adding some more presets to the %-active tab so someone might put all engineers to 25%,33%, 50%, 75% active at once? Their costs explode in the early game quite fast and it would be nice if we could react faster with a single click to it :)
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Your updates are awesome! My "Keep" toggles on worlds I like seem to be turned off every time I try to travel, though.
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it'd be nice to be able to 'turn off' twins for basic ants and by 'turn off' i don't mean undo twin upgrades you already bought for them but remove the notification icon from coming up for them and perhaps hide the twins window all together in the basic ants menu because once you got a handful of queen or even a nest upgrading twins for the basic ant is rather worthless and it'd be nice to be able to include team work upgrade in triggering that lil icon
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requesting a percentage view on the materials pages. I.E., students are contributing x% of your science production, hydro engineer is consuming x%
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Old Poisonous Plants drops to 0 after all poisonous plants disappear only when I am not logged in. If I am logged in all the plant killing stuff auto drops to 0% operative instead of the old poisonous plants dying.
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add-on vvvvvvv
Im also really happy with all the consistent updates. Not many games have this many. Keep up the good work Scorzy!! :D
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New update toolkit thingy is a legend. Makes it sooooo much easier to even out engineers and stuff, also thanks for changing the "multiply units per hire bonus" sciencs thingy to 10b instead of 1 quadrillion :-:
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In my first run it wasn't, in the second it was. But the last update also happend between the two runs, so might be fixed now. Thx for the quick reply and keep up the good work
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On maps with poisonous plants, the source should either be killable or the workers cutting the plants should not stop when you killed all of them. Was quite a struggle to get to "less than 5k" when the source was generating 2.5k per second
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xp seams to have no rhyme or reason. If you select 100-100 you get between 200-500 xp options. but they don't make even the slightest since on how that xp value comes about. i'll get a 450 xp world that has no modifiers, no negatives, and no new creatures. please give each option on a new world an xp modifier, say 20 xp per a new creature. Then let us customize a new world. Random is great till you hit it 50 times and get nothing good.
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Dev:
- change teamwork bonus to overal count based, not only bought count based
- hunters is useless for me
- make UI more compact, at last not need to scroll for twin/teamwork upgrades
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The new Departments are playing havoc with your market crash detection routine. I had 1T of all resources and the game has halted all production like it hit a 0 twice. I turned everything back on ( total pain BTW) and it acted like it never happened.
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Combined Bonus is astounding if you want to make your science go faster. Here and now should be picked up asap with the realization that you get an Time Warp of 4 hours available for 1 science point immediately afterward. Make sure your crystal and science productions are where they need to be. Aim for Evolution before each of your next Ascensions/travels. First xp should go to geologist, then Machine Power, then Geologist Follower and Scientist follower.
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Now that I'm delving into the travel mechanics, I'm feeling like this is like a spiritual successor to Shark Game. It has me missing the art style...
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Can you add an option to 'ignore' an upgrade so it doesnt make the ^ symbol next to a unit if it has an upgrade? Like some units are produced by other units for free, and its pointless to upgrade twins for that unit.
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"Freezing Beach of Infestation" is sooo easy (less then 5h) even if it was for 403exps.
After 100 lvl I am not getting higher levels, and 1209 exps is to little to buy much, even thou I am not even near the "Combined bonus", is there any mechanic that can get so much Since points?
There is also lack of statistics. Anyway, great idle.
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Would be great if It worked more like a real ants nest, starting with a queen! But understandably this is an idle game which needed to adapt real life to make it work as a game!
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7 HOURS AGO
Added save and load notifications.
Fix travel and keep: on travel all world reload, no matter what.
wellll it wont let me select a lvl of world, was set on 0 0 i did manage to change it to 1 1
but i just finished a 4 and wanted to do higher =/
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We sifted dirt to get sand, lasered that sand to get crystals, used those crystals to grow exponential radioactive mushrooms, petrified those mushrooms into wood, and mulched that wood to get dirt.
Somehow infinite resources sprung up from our terrifying machine, and those ants no longer needed worker actually gathering base materials, it was beyond 100% efficient.
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When I started, I got a very Swarmsim type feel, and was rather surprised by how different and, honestly, more intensive this game is. 5/5, excellent design
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If the "Keep" switch on the worlds is no longer of any use, why is it still there? Can there be something in experience for science stuff as well? Frankly, that combined bonus is impossible to reach at all, at 1Qa science.
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It looks like you're using a comma for decimal separation and thousands separation. It's really confusing. Use a comma for one and a period for the other.
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I like the new save notifications. The position isn't bad just sometimes gets in the way of Twin button. Not that i have a better idea for it
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Am I missing something? My current world is "Wooded Forest of Machine", where Beetles are a thing, but I have yet to find/unlock any beetles. In the Lab I'm past Travel, and have thus far not found anything beetle related. Bug or user?
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Where do I find the autosave files? Are they saved locally on the computer? I updated my browser and all my progress is gone... I never made a manual save, but chose to rely on autosave instad. :-/
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quick bug report: the game seems to get very laggy as i progress, refreshing helps for aboutt 10 secs but resets my prgress by 20 secs. Please fix this bug