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I appreciate the new hire/teamwork/twin alignment and not having to scroll down, but now I have to scroll right instead, which is almost equally annoying. Would it be possible to shrink these boxes by, e.g., arranging the buy buttons as a single column?
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Travel Costs are ridiculous in some worlds. Also, experience seems really weak, to the point where I don't think getting any more would actually benefit me.
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I'm having a strange bug with the Scientist Follower unlock. It's giving me students instead of scientists (which is probably fairer anyway) but it won't let me buy more students, so I'm stuck at 5 until I get universities. :/
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Something is very wrong with xp. level 100 missions are only 250-350 xp on every page. they went from 2500 to 250 for some unknown reason. i saw a random 1k xp but i thought they would be more common so i passed it up.
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I really wish the progress bars / buttons were of the same height. (Buttons a little less tall) It would help fit twin / teamwork on one screen on most screens.
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3. The prestige buys are mostly worthless. The efficiency upgrades seem very overpowered, but very expensive. Everything else seems like a waste.
All of that being said, I love what you've done here. I really hope to see this turned into a fully polished game.
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I hate to say this, because I really think this game is loaded with potential, but I think this needs a full teardown. You've got some great concepts here, and the UI is beautiful. exactly what I want. But... here's what I think it needs.
1. Beetles are insanely powerful. They should likely be a late game unlock using prestige currency. Bees, by contrast, are very underpowered. At best, they add some time onto a prestige, but in reality, they're just one more thing to maintain. The bee science is imbalanced, so it never seems to contribute in a run, and their food utility is null.
2. Higher level worlds are effectively no more difficult than lower level challenges. The poison plants need to be reworked, probably so that they apply a production debuff. As it is, they are the least intimidating part of a world they're involved in.
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The scrollbar in the Laboratory tab can be easily removed by showing the researches in a more compact way. The game is great but has too many scrollbars. still 5/5
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U have an adjust downward error at the travel screen. At this moment I need to get to 1028 Nest and i exactly got them, but the travel screen says 99.9% at Nests.
Nothing more than a little inconvenience and nothing a 28 minutes production of soil won't solve, but still wanted you to know.
Very good development in the last weeks.. keep it on! :)
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Abates, you need to change the slider, so its not "paused" on production. The slider lets you adjust how much its working, and so control the consumption of resources.
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Would it be possible for you to add this game to GitHub? I only ask because I love the game and am a bit annoyed by the page scrolling down when I am
only trying to scroll down in the game.
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a level 10 world being max? It seems like a waste of time to do something level 10 when I just completed a lvl 20 world.
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Hmm... no Experience upgrades for the effectiveness of science production? The rest just seems a bit underwhelming. Or are there experience upgrades which have more criteria than "have gained an experience point" before they show up?
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Loving the idea of the efficiency prestige, but is it a one-for-one 5% less each (capped at I suppose 100% for no cost) or is it a diminishing-returns "5% less of current" type?
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I have found a bug. I was messing with the max level of worlds and found a level 1.3e28 world. When i beat it, i will get infinity xp. YAY
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So far it seems like the end of a given world boils down to juggling your engineers to build up a resource ramp to supply more universities to build up a science ramp and more nests to travel with. Once you can get that going, your actual amount of a given resource barely matters compared to your income acceleration.
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dunno if it's due to the scientist fellower, i cannot research science anymore, therefore no more buying students... pls double check it
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What is the point of Ice? There are units to create it, units to destroy it . . . but as far as I can tell, it does nothing.
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I think there is a bug with the max xp function. I'm seeing xp in the 1e10 range entering 2K into the function. (Zero in minimum function.)
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Is there any way to keep one of the worlds when we try to get a new world, pretty please? Also, how about exp upgrades for decreasing cost of getting more units/upgrades?
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I've been having this weird bug with all laser units where I can't set their production above 0%. Here's a gif of what happens.
https://gyazo.com/d0ee4610af4092b5b4593ce24d10d5ae
This appears to be a problem in my save file, as I've tried it across multiple browsers. Any chance there's a way to fix this?
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My only complaint is on requirements for finishing a world, you have to plan on getting twin to 10 more before starting beetles, bees, or other. Yet there is no way to reduce the cost of twin or change it in any way. Yes i saved and refreshed i need 4,860 i can cut that in half twice so it isn't unobtainable but it will take quite a few levels of twins before i can even start
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Ummm.. I no longer can get the 600+ EXP for completing my current world with the update a few minutes ago. WHAT?!?! Travel screen is a 'Change World' screen now with update. Come on dev...
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Cracking game; if I could make one change... when you create too much of 1 unit it can stop the game/pause the units affected. You get the warning when this is created but would like to see the warning before purchase.
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Recommendation: Have noticed that page after page after page of change world options are all level 100. Can we have a level range selection or can we manually input a max level we would like to do so that we aren't challenged early on with going on either a 30 minute hunt for a doable world or giving up and just selecting a 100 world that will take a month to complete?
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Now it's the Beetle Colony. 2430 to travel? You have got to be kidding. How do you come up with these numbers? Why are you doing this to us? :-P
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Now that I'm leaving the unit's tabs closed more, I've noticed a need for having the "alert" icons show up next to the tabs. There have been times where due to using all of a resource, (often crystal) that things that need that resource auto pause; however, I don't realize for the longest time since the alert icon is hidden.
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After seeing the travel requirements, I get the feeling I shouldn't have tried to go from a level ~14 world to a level 67. lolwhoops. I know I can just skip the world to try something a little more my size, but I'll just try to power through anyway.
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So, this is broke, I am on a level which says I start with 1 sea helper but have 0, and the research for them says it costs 30 science but I can't buy it, and I need a bunch of crabs which I can't get to advance.
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Would love to see some of the following Experience: 1- For Ant Followers fix Carpenter and add Lumberjack; make advanced Ant Followers tab (at much higher price than ant follower); have Queen Ant follow (only 1 instead of 5, also much higher price). 2- Scientist power for Student, carpenter power and lumberjack power. Advanced Ant follower power somewhere later down the line. 3- Technology Resource Reduction Down. One for each of the 5 Technologies and it lowers the amount of resources used to run equipment by 5% (additive) and each maxes at 10 (for up to 50% less resources used). Awesome game, thanks for the good work!
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36,523 Beetle Colonies and 29,218 Nests needed to travel....But only 720T food....Well i have about 6% of the Beetle/Ants....food was done long ago -_-;