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I'm getting notifications for getting achieves being completed when I reach the req after prestiging, but the achieves I got last time are still lighted.
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Got to wave 42, counted to 10, refreshed. Was on wave 41. Only a small loss but saving on every wave isn't quite working.
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Targeting is quite messy. The first arrow after killing an enemy always misses since it still targeted the dead guy.
With high dmg builds that one shot enemies that obviously means that 50% dps is wasted and therefore high attack speed should be superior.
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Sometimes normal monsters become same HP like boss monster (Wave 25 all monsters have around 2500 HP). Refreshing and Wave 26 all Monsters have 300 HP).Maybe when normal monsters are booss this happend and they are not bigger than others
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Having played enough of the game to get to a point where I'll be one-shotting mobs for another 1000 waves at least, I can finally say that if there was a fast forward option, and that if the dev wasn't turning into a shit in comments, I'd go for 3 stars. So 2 stars.
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the save function still seems to be really wonky in that most games save every minute or every 30 seconds or some even every level or 10 levels this game however does not seem to have any sort of set save pattern at all that i can see anyway
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you say there is no way to lose progress without clearing cache, but i refresh the game semi-often to deal with the memory leak issue and progress is lost..... i'm not trying to give you a hard time here but there must be a save issue or something.
When you level up, craft an item or wave number increase, the game saves it self. I tested the game at six different computer. There is no issue about saving at all. Like you say maybe there is memory leak issue or something like that. This will be fixed in time. I'm working for this game 6-8 hours everyday.
My problem is that 2 or 3 people constantly complain, make bad comments and threaten with 1 star. It doesn't matter because I'll really don't care about ratings.
I'm working and studying about privately hosted server for saving data.
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My mistake, i see you in the comments acting as if people reporting bugs are making sh*t up. 2 stars down to 1. GJ killing what would of otherwise been a fine game.
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I dont understand why you dont/wont give us an option to f***ing manually save. I'm sick of losing my progress to your crap code. Aside from that the other bugs that have persisted that should be insanely easy to fix such as still attacking "dead" bodies instead of the next in line, and the fact that you have late wave monsters spawning randomly after you die...leaves me with no choice to downgrade this game from 4 to 2 stars. Fix your save issue or you will continue losing players, i doubt i will be playing any more if the next time i refresh ive lost 5+ f***ing levels again.
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-Added checkpoints for saving data. This will prevent data loss. *still loses 4 levels when the game lags to a halt and needs to be reloaded*
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losing significant progress every time i refresh, couple this with the memory leak and you've got yourself an unplayable game. great job
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One Shot, One Kill overrides other crit damage increases. Basically once you get One Shot, One Kill any other crit damage increase no longer counts.
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If key crafting cost goes up eventually, I haven't seen it. I've dumped almost 500 levels into the jewelry one and it's still 5 keys per.
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Can you make gold/keys/damage scale with the wave you're on? I get 2 gold per kill, 50+ keys when I die and my damage is 1.1k so the rewards are useless except the skill points which rarely ever come. Or better yet, get rid of the gold/keys/damage and just let them drop skill points :D
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@Norma: I think that is a bad idea because keys are given based on highest wave not waves traveled so if you were able to get to your highest wave within a couple minutes of resurrection it would be too easy to get hundreds of crafting levels every day
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Please consider starting waves after hero death at max -10 or some equivalent. The number of kills you have to make getting essentially 0xp is getting ridiculous, and it's not as if the gold gains are attractive, since gold value is subject to inflation costs in crafting that follow a pretty extreme curve. (Thanks btw for now having keys follow an inflation cost curve. If anything you might need to make crafting upgrades cost LESS keys as time goes on, depending on how you manage your wave starting issues.) Thanks again for the game.
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Apparently the first arrow fired after an enemy death is blocked by the dying body even if that body is no longer blocking the arrow. How about you consider changing it to the opposite, and when a body reaches zero HP it no longer blocks arrows at all, rather than it still blocking arrows as it's falling.
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@TheLowerLight I did have an autoclicker on the medal spot, clicking once a minute. After 7 hours, I had gotten to wave 550, and I was still 10 points short of unlocking second marksmanship row.
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You can add more pasives to arrow hits. Slow, multi shot, pierce shot, stun shot, freenzy, stealth for 1 second, avoid death every X mins from a killing blow, etc.
Temporary buffs alike slow, frenzy, stun will be added with secondary skill tree/classes. I'll publish it after we solve the mysterious lagging issue and online saving.
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I really don't like that your character stops attacking whenever an enemies doing their dying animation. It makes getting fire rate feel bad.
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@FroggerbobT: if you're keeping the game up overnight, you absolutely must get an auto-clicker to collect the medals because they give skill points
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Oh that's a fun touch... spend all night getting to wave 550, die, and go back to wave 110. Also, I still haven't managed to unlock the second row in marksmanship...
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Marksmanship is by far the best skill tree to invest in, especially with how hard it is to get access to the second/third/fourth layers. Scavenger is much stronger than survival as well, but still far weaker than marksmanship. The balance in these is not that good.
Similarly, with aspects, wolf is the only one that's really worth investing in after you get a decent amount of base damage (before that undead is better).
The best balance is on the crafting system, with arrow crafting being pretty decent, getting slightly worse as you get further, but always solid, and jewel crafting being amazing at all times. however, again the defensive option is kind of mediocre.
there could also be more depth to the game, currently, it's just 1 layer of depth with levelling up, which only affects the 'perks' and aspects.
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It would be nice if eventually there was a slow xp generating upgrade not dependent on kills. Or a more directed prestige system. Or both.
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I'm having fun. I do like simple, and this is about as simple as they come. My only concern is the amount of CPU this game takes. It should be far less considering the lack of complexity. Some fixes for this would be welcome. Thanks for the game.
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Really liked the game, if you could make mobs die faster so they don't take an extra arrow while already dead, this could be even better. Keep it up.
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I have to have lost at least 20 levels at this point from not having a freakin way to save. So tired of refreshing for an update and losing 5 levels+