High damage does not always means high efficiency. Imagine cannon which deals 100K damage and has fire rate 1 per minute and gun which deals 1K damage, but shoots 1 per second. So first DPS = 100K / 60 = 1.666666K and second DPS = 1K. But on enemy with 10K hp gun will be more efficient than cannon, because it will take only 10 seconds to kill him, instead of 60 seconds with cannon. Weapon with high damage is useless in short-term, but efficient in long-term, so it adds some kind of strategy to choose weapon type for run. If you want to make fast run to earn some souls, you take fast weapons, if you want to reach highest possible enemy, you take slow weapons. But firethrower/biogun are really messed up, I agree.
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Buy max button is required. Should add after the last enemy an easy infinite section where enemies just have the same scaling (or a new scaling, doesn't matter) and are just named "enemy #1" "enemy #2" and "boss #1" just so that we don't get stopped at ~12k souls a reset and no other progress.
"Buy max button is required" -- done. "Should add after the last enemy an easy infinite section where enemies just have the same scaling (or a new scaling, doesn't matter) and are just named "enemy #1" "enemy #2" and "boss #1" just so that we don't get stopped at ~12k souls a reset and no other progress" - you have alternate realities now.
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you knoooow..... the game is great. it has hours of game play and its in a retro style which i love..... but i dont think u are suppose to be able to finish a idle game :O u need to make more content bro !!
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There should be a way to buy multiple upgrades at a single time (like shift+click the + arrow to buy as many as you can)
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the abilities that effect monsters with debuffs are rather limited in usefulness since they only effect one monster, and what they do doesn't seem like they have any purpose on the bosses.
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I am enjoying the updates, and thank you for the quick responses to the ideas from the community. I would like to have an option to turn off the effects to reduce lag. thank you
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all in all tho, really fun game, fantastic work. hooked me immediately honestly. If i had to suggest something tho, maybe add more detailed descripition on soul store items? like my favorite skill is the beserker, but when you go to spend more souls on it to upgrade, it doesnt really tell you whats upgraded about it. just says "buy beserker-80 souls (i've bought it twice so far)" and doesnt tell you what was upgraded on it. durration? damage per click? both? stuff like that
Yes, I will add it. Berserk upgrades damage per click. Currently you can see how much % of DPS berserk deals per click it in skills window. And thank you for playing! I have couple really cool ideas which will be added soon (probably this week).
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I would like the unlock thing to only go until you cannot kill the creature. or maybe set a timer such as "monster not killed in 10 minutes, go back one level". That way i can tell it to go as far as it can automatically without having it go too far and not make any money for an extended period of time.
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An option to auto lock at quest points would be nice, so we don't have to constantly go into the quest menu and click on the quests one by one
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When I unlocked the Berserk and Midas skills before, they said "Sold Out." Now after the most recent update, I can put doubling amounts of souls into them, but no benefit comes out. Can you please fix this?
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Hotkeys for the skills on the toolbar would be helpful (1-6). Trying to do a combo skill with the time is very difficult (Midas -> Maurader -> double damage -> super crit -> One-punch -> berserk, then click attack as much as possible)
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You author are a liar or have a too llow self esteem, you said the game started bad but in truth it started good and is great now.
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Is it just me, or do all the blowgun upgrades seem like absolute garbage? The DPS per cost is worse than the first weapon.
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When the wand/laster in the bottom right is firing, it follows the right edge of the green, which looks cool. The problem I see with it is when a slower firing projectile, bullets, rocket, cannon ball, etc is trying to hit it, it'll slowly follow that edge as well and can take quite a bit longer to actually hit and inflict damage. Also, what does fear do? I'm not seeing a description anywhere.
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Good start. My biggest problem is that it doesn't really feel rewarding to upgrade the guns and the final versions of all of the guns have lower fire rate or higher cooldowns than previous versions. The blowguns final form is close to useless. With no way to increase the fire rate of final guns, progress feels stuck at the same speed. As far as I can tell, the cannon is the only final gun with somewhat consistent damage and a decent fire rate. Also, I agree with an earlier comment that different paths should lead to different guns. Also the final guns should have more diversity and things to upgrade than any of the others so it doesn't get stale just upgrading damage. All in all, it's a good game, a neat idea and a great base for something great. Hope to see it become that.
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I think that skills which you unlock and upgrade with skillpoints, should stay perma unlocked even after rebirthing. That would make more sense i would say :)
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for some reason when you ritual with the machine gun the marker gets the fire rate of the machine gun but loses it when you upgrade something on it
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Blowgun upgrades: Poisonbow says "Low duration" but have a duration of 5, Fire bow says "Median duration" but have a duration of 1?