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Are we getting any more updates for this game? I'd like to know if it's worth continuing to put time into... (I like the game a lot)
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Could we get an upgrade for spending the game currency? The attributes give buffs to collecting it, but spending it/leveling active games seems to have no change. It's getting to the point where I will never be able to collect those idle gains because it's accumulating faster than I can spend it. Maybe attributes can buff currency gain speed as well as speed for spending it while a game is active?
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I keep hearing people complaining about how progress slows down late game and I want to say something about it. If you want an idle game where you can progress forever..... go ahead! Pick one! There are so many on the internet! This game is different from those. It requires more patience and plays differently than others. I would advise the devs to keep the game as grindy as it is now. Please don't make this into 'just another idle game'.
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The +9 and +24 buying multipliers make me want to press a big red button.
Seriously though, I enjoy that game. That music is catchy as hell.
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@Ermaac, the story of this game actually talks about how idle games can make a person depressed and how that can lead to suicide.
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I have to agree that progress stops quite abruptly at Ch.14. There's a lot of great unique things about this game, and it's very fun, but here's why people are mad: Suicide Points are diminishing, and literally every other means of progress requires Bucks to be useful. And many would-be useful ways of getting bucks (spins and achievements) are only available in the endgame. The balance MUST be worked around how a player engages, not around how useful the cash currency is. It may be true that on whole, the game offers everything for free and is fair, but the player experience is absolutely going to be a series of cash-demanding walls. Play this game from scratch as a Player instead of a Dev (no mods/cheats/debug), and after about eight enjoyable hours you'll hit the wall and understand what people are saying.
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It's odd how killing yourself improves the gain of currency INSIDE the idle games. Gold gain or progress boosts could make sense, but killing yourself certainly isn't a way to convince developers to update their games.
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As many have stated: idle bucks is the developers attempt at a cash grab.
1 for maxing 6 levels of 12 achievements, most take until the end-game to do, anyway(where those bucks are the most needed).
2 for mastering a game, which happens towards the mid-end game.
1 per day passively on the spin wheel.
1 per chapter--a finite amount and slows way WAY down each chapter starting around 12-14.
1, 3, 6, or 36 from spins--which seems like a good amount, but takes extreme luck to even get 1. 1 Is available from tier 2 and 4, and 3, 6, and 36 are from tier 7, which requires a tier 6 spin--overall the chances here are so slim it might as well be an EA game.
All of this, mind you, with no way to reset your buck usage if you misclick, or if you're just new to the game and haven't realized how PRECIOUS this resource is.
Seriously, the lack of premium currency combined with the necessity of it to progress is absolutely absurd. This is a cash grab game.
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Tip: Later into the game you're going to have to make the Game#3 get to level 60. The easiest way to do this is to stockpile a bunch of Tier4 spins, and then suicide and not buy any games past Game#3. Let Game#3 level up to Lv.45 or Lv.50 or so depending on how many spins you have saved up and when exactly it really slows down for you, and then cash in your spins. Having only 3 games unlocked means the "+3 Game Levels" reward from the spin has a much higher chance of hitting that game than if you have 10+ games unlocked.
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I think the bunnyfarm ville bonus should be Effective levels. it whould solve chapter 16,18 and any other chapter that needs a lot of levels
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I saved the ame ... watched it say saving... game saved //then when I logged back in ,I had lost about a days progress...1 star.. I.m done
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Can we maybe get IdleBucks for every 2 or 3 levels of achievements instead of only after maxing them? It still all feels slow right now and if it slows down much more than it really suddenly has I doubt I will keep playing.
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Remark: by the way, my previous message was deleted yesterday. Looks like the devs cannot take criticism, which is very ironical if you read the part about how they brag about uncertainty!
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If you are feeling stuck or sluggish at midgame, around chapter 10-13, which is understandable, and think you can only get one free idle buck a day like many of the top comments say, ask for tips in game chat :) But the main stays are usually 1) Do some fast runs to up your multiplier 2) Don't collect your spins until the end of your run, every 9 levels in a game raises your spin a tier 3) Don't use your spins on short runs, keep them banked, extra cash at the end of your run can go into game guides to help master your next unmastered game (gets you idle bucks now) 4) caveat: do what you want and have fun, it's a game 5) when possible, set up before sleep, so if you're on chapter 12 and your multiplier is over 130? (guessing), might be a good time to use spins and unlock Bunny Invasion. With a whole lot of banked T4 spins, guess what? Sometimes you unlock the next game and even get idle bucks (rare on a t4, but it has happened for most of us).
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If, unlike me, you cannot afford throwing a few 100$ at this game, you will never be able to reach the end of the game in a reasonable time because of the paywall (the few ingame currency they give for free wont be enough, believe me). So, let me tell you what you will be missing: the last unlockable game is SuicIDLE: idle-ception! (probably the only successful joke in this game). In the late chapters, the story gets ironical: they say that idle game players are fat and lame because they cannot stand uncertainty. So, basically, they are insulting their own player base! After that, a few laborious chapters and a poor attempt at a philosophical essay about life being an idle game. The last chapter ends with "part 2 is coming". At least half of the locked buttons are in fact unlockable: do not expect them to become available at some point. My rating is 1/5 because, not mentioning their bad idea of insulting the players, they released a p2win, unfinished game with missing features.
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With the new update with idle bucks makes the game better and more enjoyable but actually my opinion is still that you could make it easier to get idle bucks because it is still not as fast as i imagined the game
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We can get idle bucks now at a decent rate, yay! ... however upon getting this amazing gift, we also quickly realize how useless some buffs are etc. I.E. I would never spend 3 idle bucks on critter clicker, one number rising, and death note, and I def wouldn't spend 6 idle bucks on bunnyfarmville. 30 clicking levels does nothing for me, I get that within the first 5 minutes of playing meaning its absolutely useless since it still increases the price, 30% decrease in an attribute cost is OK but it bothers me too much that it would only be that stat and would completely throw off my math. 30% off to **unlock games** is even worse, it helps in later games but again it only affects one type of game limiting its usefulness very quickly. Bunnyfarmville is 100% useless, all of my games basically end up level 6 instantly as soon as I unlock them and put a screen on them anyway, why would I spend a whopping 6 idle bucks for that? Great ideas just poor execution :P
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Fun game so far, but wondering if you could add an option to estimate the number amounts differently? At higher speeds it's similar to flashing lights which can be difficult for some people to look at.
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suggestion: it would be great if there is a way to obtain some bucks by suicide... im thinking of a mechanic that gives you lets say 1 buck every 50 suicide points or something like that... because reseting to gain suicide points is like farming a low version of the game with less content... so it sucks basically ... dont get me wrong ;) i like your game a lot but it could be better
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honestly, the idle bucks from mastery have been a great help, and nearly the main source of idle bucks that i got and spent, but now instead of chapter 14 being a wall its chapter 16. Chapter 15 is easier than chapter 14 for some reason, while chapter 16 i need over a day + x10 suicide bonus to reach it, kinda wierd
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Fun concept but clearly money driven bs and waaaaaaay too much management without a crap ton of idle bucks. Because of that... 1 star.
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Just putting this here so more people will see it:
We've made some changes to the game. In particular, mastery mode now gives 2 idle bucks per mastered game. After you master a game, click the reward button to collect your idle bucks. If you've already mastered games, don't forget to go back and collect the bucks from them.
We *think* we've solved the save bug, but it's impossible to know if it's fixed for everyone. Please let us know if you encounter any problems.
Also, we've rebalanced some rough spots in the middle of the progression. Most games have balance issues at launch. These were not due to nefarious intentions. Fortunately, we have received a lot of great feedback and suggestions, more of which you'll be seeing implemented in the game soon. Thanks for your patience and helpful feedback.
Full patch notes here:
https://www.kongregate.com/forums/1063408-suicidle/topics/1874363-game-updates-9-21-19
Cheers!
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Dev, no, you can't win a lot of idle bucks from spins. It takes a prohibitively long time to get a spinner up to 6, and even then it's just a small chance that you will get a 7 spin, where there is yet another extremely small chance of winning more than 6, and you need 54(!) before you can start any meaningful automation. It doesn't matter if you have every other automation, until you can get autoplay the game is mostly manual, which is ironic for a game about playing idle games.
This game is clearly a cash grab, and a rather expensive one at that. It was fun until I realized that. Might try it again if there's a major balance overhaul, but until then , 1 star.
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This kind of tutorial is useless. You just click whatever the text box and arrow tells you to click, and when the turorial is over, you have no clue about what to do, and why you clicked whatever you were told to click.
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game starts out fun then unfortunately comes to a halt, pacing seems balanced around premium currency instead of fun. bleh
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As others have suggested, being able to stop playing a new game automatically when selecting another without having to deactivate an old one every time would be greatly appreciated. A more compacted "games" tab with smaller icons so that we don't have to scroll so much would be a nice step in the same direction (while also being way easier to implement).