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The blueprint option that is currently in I don't think was what we had in mind. You have to run grindfest to get the BPs... 50 'special' to one blueprint seems a bit goofy
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I really do like your concept for blueprints, though its rather half baked right now. grinding that far to save yourself 1 resource is a bit much. perhaps your blueprints should be a free upgrade, rather then just flat replacing a purchase. For example, if i use a blueprint for number of multishot targets, i save myself 50 resources with the current system, and you'd still have to pay 400 for the next upgrade. Instead, make it possible to place that blueprint, and your first purchase still be only 50 resources.
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After like 12 gameplays I could afford for an orange cube, just to improve my damage by 0.5. Man this game has potential but needs a LOT of drastic balance
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the permanant currency really needs to be rebalanced, people don't want to have to go through the level a dozen times to gain a single point to spend on abillities.
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I thinking keeping the interest rate maximum at 10% without the multiplication effect from Resource Bonus is a better step to prevent infinite money mode :P
Interest per wave was not intended to work with the resource boost and has been fixed by XmmmX99. Additionally the new max interest you can get is 5% instead of 10%. This should prevent infinite money mode for now ;)
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Nice idea, but it gets quite laggish in later rounds and basically the only thing that can kill you is a near start of a wave lag. Defense is completely useless. The way to be able to get there was fun. Now i dont see why continue.
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can you change buy x5 and diamond buy to shift and ctrl keys cause my laptop doesn't allow me to use letter keys and mouse at same time.
In the newest version you can use Ctrl/Cmd to switch between the different buy modes and Shift to toggle gems.
Please let us know if it works for you :)
You get those additional resources, but you can only see integral numbers in your resource pool. I will explain it with an example:
You have 0 resources in your resource pool and a resource bonus that equals 10%. Every enemy gives 1 resource.
Since your bonus is 10% you get an additional 0.1. You see your resource pool increased by 1, but internal it increased by 1.1.
After killing ten enemies you will see that you have 11 resources in your resource pool.
There will be more gameplay variety in the future. A lot has been added since the initial version and XmmmX99 is currently working on a balance patch to improve the game feel. I hope you will play a future version. :)
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no real incentive for the orange blocks hopefully that gets addresed begining game is a real grind. hard to break 20 or 30 it seems for the longest time.
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Well, I got to Wave 206 and completed all the research on my third game. So I don't think the balance is quite right yet. I only died because I started to lose interest. Fun concept though.
XmmmX99's plan is not only to add a buy max option, but also to add other options like buy cheapest upgrade. ;D
At the moment there are only x1, x5 and x25 multipliers.
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Ok I ran out of memory at wave 612 but took me days to get back up there because of the difficulty buffs...in total around 4 hours to reach there so might be the memory issues based on how long the games running but I couldnt say not a tech person.
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IMHO this game has ALOT of potential, a nice twist on the incremental game. Aside from whats already been mentioned, a buy x5, x20, xMax would be nice for later game, also im beginning to wonder if maybe a few ideas came from the game Undefeated Spider? :)
I implemented a "x5" and "x25" button in the latest version. A "buy max" and "buy cheapest" button is planned. Well I think Undefeated Spider definitly influecend me a little bit but the final game is going to differ a lot from it. :)
XmmmX99's plan is not only to add a buy max option, but also to add other options like buy cheapest upgrade. At the moment there are only x1, x5 and x25 multipliers.
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Do you plan on adding a bonus for skipping waves? A lot of survival type games offer bonus currency for advancing waves. Just curious if it has been considered or not.
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btw .. 35mio Startbonus is way too much. Within about 5-10 rounds (using interest), you can get most of the Upgrades to max level and thereafter you can skip hundrets of levels just to farm gems and blue blocks.
http://fs5.directupload.net/images/160322/digu9n8z.png
I have researched the Techs very fast and now they are complete. Nothing happens anymore. Well, i think it could be more interesting, when you can research some more tiers of those techs to unlock some stepstones.
e.g. [step 1] 3 multishots at tier 4, [next step] 5 multishots at tier 7, a.s.o - something like this.
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Updating my feedback: After much grinding I can finally reach wave 44. Usually the plan is to max as much dmg and attack speed as possible but I've realized that I'm going to have to rely on two-hit kills and not one and thats when the defensive tab becomes useful. Lots of HP and regen along with the nature attack (leeches 25% hp) and leech upgrades from offensive tab. Now I can last an extra 10 waves until... either they over power my upgrades or the game glitches and a few cubes are no longer target-able. They simply linger on my tower doing copious amounts of damage. To deal with this; ive dumped some money into nova and watch as 300+hp enemies tank a 64 dmg nova and eventually die. (eventually) However, I blame this bug mostly on me because I'm playing on a laptop with only 4gigs of ram.
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I think the blueprint system isnt very useful, it "buys" the first upgrade (which is usually around 1-2), but the price goes up to the second level, seeing as it increases exponentially, the savings of most of the blueprint upgrades total 1-2, which is insignificant.
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I can't figure out why one game I will get to 30 and the next I will get to 13, It seems like level 100 would be very hard I have failed dozens of times. Are there income upgrades I am missing?
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Well that's funnyXD....I had 700ish for my starting cubes(you shuold call it tht btw) and then i reloaded my page, now I'm at a 1000XD ty for the major buff to the formula for the starting cubes
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Rigth now the workshop is waste of time, getting the equivalent of 50 gems only to skip 1 upgrade at game start it just seems unfair considering the amount of effort you need. Some options to improve it could be or drop the price of the workshop or that 1 workshop upgrade equals a bunch of in-game upgrades. And perhaps the workshop upgrade shouldn't count towards the in-game shops price increase
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adding to my previous comment: if the workshop upgrades make ingame prices to not scale, as i suggested, they should scale on the workshop itself. That would make room for different strategies, requiring players to think before spending their blue blocks in the most efficient way, instead of focusing only one upgrade in the workshop so you don't have to buy it ingame at all
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Workshop upgrades should keep ingame upgrades the same price. Theres not much advantage in investing in the workshop if you'll only save like 50 blocks in your game (considering the most expensive upgrades i have unlocked, don't know if there's anything that costs more than that). The only reason i can see to benefit from the workshop is focusing everything in a fast scaling upgrade (like multishot targets) because then you wouldn't need to buy it ever). That makes the workshop almostuseless for pllayers with one or two blue blocks, and extremely op with lots of blocks
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Bug Report -- When on pause (0x) scrolling over an upgrade box will cause the box not to tell what it does. e.g. "Chance to have almost no cooldown on an attack" won't show on 0x, this applies to any other box.
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note to dev, at about floor 120 ish the game crashed. it seems at a certain point you break the game if you try to send too many enemies at once. i like what i see of the game so far though, keep up the good work.
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Love the concept just needs some clever thought to balance. The game is too hard unless you spend gems on first waves. If you spend 50 gems on interest and 50 on resource bonus on first wave you quite quickly break the game (More blocks than you can spend around lvl 60). Maybe limit the number of gems that can be spent per game lvl. Only the memory crashes and not having a x1000 button stop you >.< Look forward to seeing how this game develops. Nice work
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I found a bug (Infinity Gems): When you already die and click to research something, 2 or more times, you will gain a Gem.
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I really want to like this game, but it just isn't quite there yet. It looks like the dev is still working on it, so perhaps I'll check back.
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Your fix with that add-on doesn't work for me. I got to level 191 before without it and I ran out of the memory. Downloaded the add-on, restarted my computer and now i got to level 165 before I ran out of memory. I'm thinking it has something to do with the electric damage. I had just recently upgraded that to about 60% and thats when things really started to get laggy.
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Even after 0.06 changes I think the game still requires you to go into a heavily offensive build, going for a "stall" defense build with novas do not work. Also, considering the game is to be incremental/idle, there should be a reason to leave the game running in the background, it should get something increased with time. Even if just "starting" automatically a new run, and maybe keeping some upgrades.
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The income perwave and interest being mutiplied by the resource bonus is kinda OP. Had max income by wave 100 and couldnt even spend .1% of it v.v and i get 50% more every wave.. gg ez
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Nova should be stronger than Gravity. Sometimes i have Gravity pulling things to my tower, a nova pops up but they keep glued to the tower
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Missile speed I don't really see any purpose to either. The tower stops attacking something if it has fired enough shots to kill it already, and making it die a fraction of a second sooner (not faster, just sooner) doesn't really impact anything. Vanderwall gave some good suggestions one ways to help make some of these useful. I suggest looking at some other tower defense games like Cursed Treasure, Gem TD, and Desktop TD for ideas on enemy types that could make the skills useful. High armor enemies that still get hurt by fire, grouped enemies in larger numbers that are vulnerable to bouncing, high speed enemies that can potentially dodge the slower tower shots, ranged enemies that do small amounts of damage over time from a range. You need to look at each skill offered, and figure out what sort of situation that would actually be useful for, and create that situation.
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I like the concept of the game, but the execution in the form of the actual upgrades leave a lot to be desired. I'm still fairly early on in the game, but I can already see that most of the upgrades are fairly useless compared to simply increasing raw DPS. Bounce for example can't be utilized with any real consistency due to the enemies not grouping up very much. If some of the enemy types purposefully grouped up, it could be handy at higher levels, but right now even a 50% chance of bouncing still isn't good because there is about a 90% chance that nothing else will be in range for the bounce. Fire's damage meanwhile takes too long to benefit. With the exception of bosses, if you're taking more than a second killing something, you've likely already lost. Which brings me to defenses. Simply put, if you ever take more than 1 hit in a round, you've likely already lost, and all the defenses in the world isn't really going to help, except maybe drawing things out a wave or two.
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Funny how with 100% damage ignoring and 99%chance of blocking a hit, I still get one hit at some point (with over 1k health). Still quite some flaws, the game gets really buggy at 200+ levels.