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currently only thing that would make sense of midas (assuming its visual bug and its actual effect is 25%), that gold depends on damage done on current enemy so far. which i hope isnt intended
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Some things I noticed: Sometimes, when you upgrade a weapon, the name doesn't change. I got rewarded 0 coins for doing the Titan quest (had marauder active). Lastly, the first time I killed Zeus dropped 46 coins (Anomaly's payout) instead of 116.
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Escalating upgrade costs with diminishing returns that unlock further upgrades that do even less, combined with boring skills and a frankly ridiculous progression curve killed any enthusiasm I had for the premise. Could have been far more interesting, had it not been programmed for masochists. Even my autoclicker shrugged and quit.
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Being able to see there's a quest on a monster could be equally neat, so when I choose to fight a ghost there'd be a yellow ! (or whatever) so state that this is in fact a quest monster. (And remove it when the quest is completed)
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Bosses getting more and more HP seems counterintuitive, either provide information about this in the game or get rid of it :/
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Upgrading weapons should both be more consistent in fire rate, and provide me with information about what I am actually upgrading my weapon into!
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The 'max' upgrades for weapons are honestly terrible. If you try pick the fire rate 'tree' for the first weapon, the end tier weapon fires once every 3 seconds. The lightbulb maxed weapon, if you pick the wand tree, only has a duration of 10 seconds. All of the maxed weapons are insanely gimped and not even worth using.
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Kinda pointless to have to redo skill quests, you can skip to lvl 20+ easily after a few ascensions anyway. We should be able to keep the skills, i dont mind the other quests, but skill quests should stay.
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I want to see more explanations like what does the weapon upgrade branches do (it may be obivious sometimes, like revolver - dmg, mac - rate, but not for everyone). I havent got so far yet, but there is a freezing skill and description tells nothing, freezing enemies? stopping regeneration or what?
Also i found a bug: if you click the lighter (growing) part of the skill that is being used you will use it again. Dont works with instant skills and skills that are in cooldown.
Gl in devloping your game and sry for bad eng.
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No information's about everything. Ascending seems to do nothing. Ugly graphic. Ridiculous CPU load (Kryptomining?). Boring.
Well deserved 1 Star.
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An upgrade tree that shows what weapon leads to what would be nice.
Also a different text fount would be nice so that it's easier to read
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ascend a second time and now i'm earning skillpoints again..... after first ascending i got 0 skillpoints till stage 40
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and to add to my previous comment...... click power should be an unlockable thing like from the beginning. this 5 hp per click is worthless, especially since prgress is so damn slow, even with an autoclicker, it takes far far far far too long to progress at all. I still haven't found a damn soul......
Clicking is need just for beginning, to buy first weapon, I don't want to make clicker game were you need to constantly clicking for progressing.I just will add more things that player can do while playing. Also, are you upgrading weapons? 25th shouldn't be that long to reach.
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two biggest suggestions i have: more info on what the different weapons do, and a better explanation of the cannon's durability stat.
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Curse is currently completely ineffective against bosses. Perhaps it should make them take increased damage for the duration, or do a small percentage (like 0.5%) of their HP per second.
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Clicking on a skillbox that isn't unlocked in the skill upgrade screen apparently spends skill points. Whether it upgrades the skill you don't have or the points just go into the ether isn't something I can determine yet.
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Tooltips for the weapons' branching paths to give an idea whether they focus on rate of fire/damage/etc. would be nice.
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The random damage from the skull seems a bit... superfluous. Perhaps the range should be based on the average damage per second or something?
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I wish there were a total DPS display somewhere so that I could see where I might optimize. As it is, it seems a bit like "upgrade whatever you can afford" because it's the only strategic option available.
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Possible bug? I upgraded to RPG-7 on my first run and after I did the ritual for the first time, the text for the cannon in the upgrade menu still shows as RPG-7, and durability no longer seems to have any effect. The ball never "survives" the first hit.
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I really like how damage is calculated. I was worried about the slow bullets being useless because they can't reach the HP barrier in time.
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What is the ghost face that pops up sometimes? Also, some info about the weapon switch options would be nice so we know before picking.
>What is the ghost face that pops up sometimes
It's special debuff which deals random damage to monster every second. I will add hints on every debuff.