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Precise + Quick Feet + Sword Dance = Big Mistake, right? Or is there a way they might compensate for each other instead of stack badly?
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How about instead of a fairly useless textbox (which has to be adding at least some resource overhead), you use that space to let us select if we want 1x, 10x, 25x upgrade so we can buy in bulk without having to hold down a key. Also, it'd be nice to have an option to 'buy at', rather than 'buy up to', and to see how much it would cost to get that upgrade. So, for example, if I wanted to buy enough Combo to put me at 10 from 2, it would tell me how much fortune I needed to grind, rather than just telling me that it's buying up to 0 because I have 0 fortune left.
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Oh damnit, I just lost my save from far too many hours of playing... Anyone have code for about 200 spirit? Really don't want to grind all the way back there...
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I really dislike the way rewards are lessened after you've achieved the same degree, ESPECIALLY for spirit-rewards. I've got over 15K fortune and it's not worth doing a spirit upgrade at all.
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I guess what I really hate is how non-idle this game is. Since the enemies scale up exactly as hard as you, I have to constantly be watching and upgrading or I get stuck. You wanna know why the early game is so tedious? Because they're just as strong as I am so there's literally no sense of progress. Not only do they get the damage reduction before I do, they also have the Fortune upgrades as well. It's like hitting a brick wall because nothing I do ever makes the gameplay feel different.
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Why do some enemies randomly have a really high health multiplier? I'm fighting enemies 300M to 1.5B HP then suddenly a 9B enemy shows up with higher attack then me. Then it goes back to the normal range.
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I think the core issue, is that this game tries to be RPG and Idle.
Falling into the pitfall of Idle games where numbers increase exponentially, this causes your stats to progress at a fairly predictable rate.
Players are not allowed to focus on specific skill traits, ie: I can't focus on becoming a tank with lots of HP, as that requires exponentially more money each upgrade, while power/accuracy are cheap.
Could try experimenting where gold can be converted into skill points instead, and each level up requires one skill point. Not sure if that would help, just an idea.
Yeah, it's a good idea, but a bit too late to change the whole design around that right now. Fortunately, it only fully applies to gold upgrades. Because of the linear scaling cost of reset upgrades, there's incentive to specialize there to some degree. Furthermore, since the talents can't all be taken, there's inherently some degree of specialization that comes from those.
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Can we get the sound with the auto-upgrader fixed? as it stands it seems to play the same upgrade sound effect but much much louder (probably the same sound playing simultaneously, like ya do)
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you need to explain the effects of multiple stamina bars. Is there any point to gaining extra stamnia bars with skills like riposte when your natural rate of filling is already giving you like 10 bars by the time you can attack once?
Having more stamina bars adds another 'hit' of damage per bar and affects the bonus from Adrenaline if you have points in it. It also slightly increases the speed of your attack animation.
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I really dislike the way rewards are lessened after you've achieved the same degree, ESPECIALLY for spirit-rewards. I've got over 15K fortune and it's not worth doing a spirit upgrade at all.
Hey, thanks for the feedback. I've made Spirit to be a bit easier to gain this update. The diminishing returns are lower early on, and the amount of souls you get scales a lot better with the enemy's level.
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I dont understand trascendence point: at lvl 220+ im getting 20-30 point. Giving up 20k fortune point and 5k rep point to get 30 trasc ?
Hey, thanks for the feedback. I've made Spirit to be a bit easier to gain this update. The diminishing returns are lower early on, and the amount of souls you get scales a lot better with the enemy's level.
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nice but enemies with nimble bother me. Almost every fight, both enemy and I have over 50+ stacks and the battle lasts over 2 minutes.
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It appears that nimble is bugged. I'm not getting any stacks of nimble when I get hit ever. Either it doesn't work the way you described or it's bugged.
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So, I tried check it out for my self if the reset points we get really are decreasing. For reputation, at level 143 I get 328 reputation but after I proclaimed, at 143 the reputation I'll get is now only 305. Why is that?
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These new changes are nice. I just ascended for the second time and it actually isn't that bad anymore. The boost made spirit upgrade a little bit better. I have more questions regarding the points earned though. This has been bothering more for a while now but how are these calculated? Fortune is based on gold, reputation is based on levels cleared but what about spirit? I've also noticed, idk if this is an accurate observation though, but we seem to get less points on the successive reset. I hope this is not true. I wonder if you can let us know these values. Ex. how much gold per fortune, reputation per level, or whatever spirit is linked to. I wonder if it's possible to add these info to wish, proclaim and ascend.
Spirit is dropped by enemies with a blue glow (10% spawn rate, only after level 200). You get less points on your reset based on the total amount of that type of points that you've collected, but it's pretty minor. For example, at 1000 Spirit, you'll get about 63 less Spirit on your Transcends, which just means you have to push a few levels further to get the same amount. As far as the formulas, exact amounts are too detailed to go in here, but Fortune gain scales with log_1.2(gold), Rep gain scales linearly with level progress, and Spirit gain scales with souls^.55
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Anyway to not have auto-upgrade invest to intensity? that a clicker based upgrade and if I have auto-upgrade on, I'm intending to idle, which makes that upgrade useless and its eating gold that could've gone elsewhere.
Even if you're not actively clicking, the bonus from Intensity still applies as long as you focused before idling, so it's usually still good to keep it upgraded.
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dude how are spirit points calculated. I literally have gone from lvls 230-260 and still have not gotten any increase in souls obtained... The spirit output is low enough.
Hey, sorry I'm a little late (was away for the weekend), but if you'd like, you can PM me some info on roughly where you were, and I can generate an import code for you.
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It's kind of ridiculous im at lvl 210 and only capable of getting 11 transcend points. I am literally getting less spirit points the more I upgrade with reputation and fortune which makes no sense.
Hey, thanks for the feedback. I've made Spirit to be a bit easier to gain this update. The diminishing returns are lower early on, and the amount of souls you get scales a lot better with the enemy's level.
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Question, Is the spirit trick intentional or not? since it is so obvious, it kinda make me wonder... but at the same time... doesnt seem like it is....
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It needs some kind of progress data telling me how many of each kind of monster I have defeated. Upgrading my character would be nice.
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Truefire.. i think the transcend is bugged or something. The first time I did at lvl 200 i got 98 transcend points. The second time I reached lvl 200 I was at 19 transcend points.
At lvl 260 im at 80 transcend.
How does this make any sense? can u fix it pls.
There's slightly diminishing returns on reset rewards, so it's normal to get a bit less each time. You can build up a lot more by just idling for a while though -- Spirit builds up from the souls you get from killing enemies, rather from how far you've progressed (although enemies on later levels drop more souls)
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A LOT OF FUN when i am in schooli can leave it going and from time to time every hour i just check on the game to buy upgrades and refill my focus 7/10 not 8 or 9/10 cuz i have some lag even with particles off and its not on steam witch will improve how the game works
Fixed! Thanks for the report. 25% was actually what it was supposed to be, and it was showing too high before. I've buffed it a bit from that, but it still won't quite be as high as it was before.
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can the purchase x10 be a toggle rather than a hold+click? Also, is it possible to show the level without the full tooltip?
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hello, can you add an indicator somewhere telling me how much total fortune/reputation I have acquired in the current run? currently the only way to check this is to respec, which is pretty annoying.
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Is it me, or Transcend Upgrades are quite weak for what it costs ? :c
Maybe having it at least having Fame increasing both Reputation and Fortune ? So it could speed up the firsts soft resets a bit ?
Transcend upgrades are a bit weak at first, because they're designed to scale well in the very endgame, when you have a ton of spirit. I do agree they felt too weak early on though, so I've buffed how fast several of them scale at the lower levels. Thanks for the feedback!
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This is a complete rip-off of another idle game called Sword Fight, just with different graphics and music slapped on. The mechanics are exactly the same. Hell, even the names for 80% of the mechanics are the same, such as focus (which also works the same way, point for point), riposte, berserk, counter, combo, the list goes on. The upgrade tree and build mechanic are also exactly the same. Such a god-damn ripoff.
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Simple suggestion to make progression feel more real: make the attack animation different depending on the amount of stamina bars filled at the time of the attack.
Hey, thanks for the suggestion. I've made the attack animation speed scale up very slightly with the number of stamina bars you use, so the player can feel the increase in speed just a bit.