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i like the game but could you add a little animation? its not fun seeing them bang into eachever like a bunch of human bumper cars it would also be cool if you could customize him/her and have things like spells that are permenent.
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in regards to spirit upgrades, they should be invested in reincarnation at first. then respecced into other once you get enough points
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I think there's a bit of a missed opportunity with the Spirit upgrades; they're powerful, but also a little same-y. I'd propose replacing them with clickable active and toggle powers (rank improves effect and cd) that do things like Dispel all effect stacks on current enemy, Heal the player, allow the player to trade Focus time for direct damage or resource buffs. Maybe you could work out one that lets players customize Auto-Buy behavior further, too?
I was also disappointed with the need for the Reincarnation power. Could you turn Transcend Count into a passive stat that grants a fixed amount of Fortune/Rep (say, x100 and x30) and buffs all resource gain (say, 1+ t*0.25)?
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I would appreciate if the tooltip on wish, trascend and proclaim told me the level for the first point, because I have no way too see it once I have an ability unlocked on them.
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The game was pretty fun until level 200. The upgrades for reincarnation suck in comparison to the other tiers and since you loose them I guess I'll quit now.
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I can't believe you would tell me about a cheat code and then make fun of me for trying the konami code. I've been read like a book.
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Seems like occasionally you can be in the situation where holding down z doesn't update the tooltip's cost (as it was now accounting for multiple upgrade purchases, rather than a single one). Turning tooltips' visibility on and off seems to have fixed it this time.
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This is just for convenience. Could you add an in-game calculator that tells you the average dps increase as a percentage for the Critical Chance and Critical Power upgrades. Every time the crit chance per lvl goes down I have to go to a different tab and calculate the most cost efficient dps for my Fortune Points. You might not be capable of doing it but once you figure out how it's really simple to implement.
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Tip idea: Lucrative stacks (multiplicatively/additively) with profit. Idk which one is true so pick whichever one is. -ElijahT
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Do Lucrative and Profit stack multiplicatively? If I have Level ten Profit for 100% bonus gold and Lucrative (+50%) will a monster with a base gold drop of 100 give me 250 gold or 300 gold? 100*(1+1)*(.5+1)=300
100*(1+.5+1)=250
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An idle game needs some reason to choose this over other idle games, since the gameplay itself is always, in some way, overly-simplistic AS an idle game. Thus, the real call to it comes in the flavor. The tips were a funny way to give us some personality, but if this is your love creation, create a world. Give us a beastiary, give us some character customization, give us something fun. I must admit, I've only recently started, so I don't know what's unlocked post-wish (I think it's called). But since so many others are more qualified to talk on progression/game mechanics, I figured I'd toss in my tidbit on the actual flavor of the game. Otherwise, it'll just be an "I have money so I spam upgrades" type of idle game. That's what set Anti-Idle, Clicker Heroes, and Cookie Clicker apart. They made their own world.
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lvl 400, still not receiving any spirit. If you share the "diminishing return" formula with us, we might be able to offer a similar alternative that doesn't nullify it. The game looks dead right now..
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So I wished twice, then proclaimed once, then left it alone through the night and came back. I tried wishing this morning and was able to, but the game did not reset when I wished, I was still able to click the wish button, with slightly diminished rewards, being at the same gold level as the last time i hit wish. I reloaded the page and hit wish again and it worked this time, but only after giving me tens of thousands of fortune, up from the 500 I was at. Seems like a pretty game-breaking bug, might want to look into it
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The big reason why Precise is crazy OP is that it still gives STELLAR Damage reduction, but REALLY buffs up Berserk and Nimbleness (since misses dont trigger this), when you get really high AVO in later battles that take longer, this can put you at a massive disadvantage. Burning Rage might sound good, but in longer fights, Active learning can give you a TON of added stats! And both are wiped at the end of the fight, so meh...
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Ok, Buffs... Vitality is the best later on (though Swiftness is nice earlier) Sharpness is bleh... Losers is *facepalm*, Adv Placement is ok, I guess, but it doesnt speed things up much, while Lucrative is WOW good ALL THE TIME! Always take Precise (You will see later on) Blood Blade next (Cause regen is AWESOME!) Active Learner next. Lash Out next (nothing here is really stellar) Healing Factor 2nd to last (Again, more regen!) Lastly Vitality Drain (You will rarely be low enough to really use the other two (Though Rule of Tens could be nice if reworked)
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Speed and Intensity need to be buffed- all the other stat increase by some percentage, so leveling up attack still makes me ~20% stronger per level. However, for Speed, at level 233 (1205%), I'm getting 12.05 attack bars per second. At level 234, I'll be getting 12.10 attack bars per second, overall making me ~0.04% stronger per level, getting lower with each level. The same logic applies to Intensity.
The other oddity is the stats that approach 100% at a decreasing rate. This works fine for armor, where a 95% damage reduction compared to my current 94.3% makes me survive ~15% longer if I'm doing my math correctly. But with, say, Counter, a 92.7% counter rate isn't really better than a 92.5% counter rate. Even 100% isn't much better than 92.5%. I can't think of how to phrase the reasoning, but I assume you can understand what I mean.
Overall, I like it as far as idle games go, but parts of it like that just feel odd
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Okay, I got to Proclaims. They are _huge_ game changers, removing a lot of the tedium that happens until then. In particular tracking and the massive new damage scaling just makes the game play much smoother.
I wonder if there's anything that can be done to improve the stretch from Wish to Proclaim without affecting the rest of the game too much...
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The game no longer loads in Chrome. All I see is "To play games on Kongregate, you must have Javascript enabled and be using a current version of Adobe's Flash Player."
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Reset reward scaling seems odd... For where I'm at (Profit level 120), killing a single enemy around level 120 nets 7-8 fortune for my next wish. However, when I get to level 220, each kill (which takes much longer) is only worth 2-3 fortune for my next wish. Once you can't one-shot enemies you can expect fortune rate gain to decrease since it takes longer to kill things, but it seems like the per-kill profit should be increasing
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Seen more then one person mention about endless evasions... do you not have any points in Tracking? Pretty much the counter to nimble.
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In the tooltips, can you make it so it always displays what level things like Reputation start to be earned. Thanks! Really enjoying it so far
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Evasion stacks are definitely broken. Right now I'm in a 6+ minute (so far!) fight where my hit chance is 22%, and theirs... 1%. The enemy has over a 100 evasion stacks.
Basically, the length of a fight grows exponentially with enemy HP once evasion stacks are in. There needs to be a mechanic to counteract that.
(8 minutes now, still going.)