Hi, may I know what the issue is? Are you able to get into or see the main menu? Does the WebPlayer version of the game work for you? Link to WebPlayer: http://bit.ly/20ZVTl4 The game is running on WebGL and certain computers may run into issues such as memory limits. You can read this post which might help you get around it if that is the case: https://www.reddit.com/r/incremental_games/comments/4m7vav/enchanted_heroes/d3wnxu6
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Giving 30k time capsules each ascension is a good way to let the player get past the first 100 levels which are worthless and time wasting, you should have left them...
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I have an opinion to share about the overkill system. Currently the cost is rather high for a low turnout, but its made for people who have rebirthed a few times anyway so that much is fine. What about changing the overkill system a little tho. If the overkill trigger was a monster or boss kill within the first second of being spawned, that would make it more fair for your whole party instead of just stacking your Paladin damage. For this you could also change it to a stacking buff who's stacks are limited by the current upgrade level of the bloodstone.
Hi, sorry I didn't reply earlier as I didn't quite understand. You can "overkill" a monster with any character, not just the paladin. Overkill is triggered based on the damage of the last attack/projectile that hit the monster. Assuming all your characters have the same damage, if the warrior attacks the enemy and failed to kill it but left it with a bit of HP, the thief's shuriken can hit it, and if the damage is high enough, will "overkill" it. The overkill was meant to help people who have ascended multiple times and are one-shotting the earlier zone monsters. The overkill will thus make progress faster in that aspect. Sorry if I didn't quite catch your point. I think you potentially have something really cool going on with the overkill trigger idea, just that I can't understand it enough to catch it.
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one balance-related complain... mp costs scale too fast have more than once upgraded a skill only to discover that it made it too expensive to use
Hi, thanks for the feedback! I intended for the skills to be expensive so you would have to plan what you wanted to upgrade with the limited mana pool and regen you have, and have it not always be a good idea to upgrade a skill, even if you have the EXP and means to do so. I wanted to make the MP mechanic a little more interesting, but I guess this didn't turn out to be a very good way of doing things and very few people understood it, so I might be tweaking this in the future. Thanks!
Woah! Tukkun commenting on my game?! I played Anti-Idle a lot when I was younger, way before I learnt to make games! I even read your blog some time ago too. You're a huge inspiration and I never imagined you'd play a game that I made xD Your comment actually reminds me of the "Can't rate 1 for no mute button" you had in your game. :)
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Nooooooooooooooooooooooooooo
I thought the time capsules were normal gift after every ascension.....
noooooooooooooooooo
>< Sorry about that, it was a huge exploit that I had to fix. It was meant as a compensation to those who had lost their offline progress in v0.70.42, but I apparently made it over-compensate. Sorry :(
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An update, an update ! Continue the good work :)
And honestly, the game is good but not "the best". This is why I first put 3 stars.
But let me upgrade this to 4 stars, because you are present, you look motivated by your project and updates are interesting !
I guess with more and more cool contents addition, I would raise this to 5/5 !
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I must say, The way you implemented the reduction of mob spawning is horrible. not only it costs a lot, but its uninformative. 4% reduction to what?
It would be nice to know real time reduction, for example it takes 2 seconds for a monster to spawn, blood stone would take down -0.4 seconds for an overkill, -0.5 for a mega overkill, and -0.6 for an ultra mega kill (an example) instead we get %, which is not useful nor understandable.
It would really be nice if it was balanced more for early game or at least ramp the amount of gems you get since Im at my 6~ ascension and I barely made past 50 gems (green) Balance really need to improve since this game is fun and has potential shame that you ruin it with bad balance to "slow" the game. at some point you need to remove to brakes its annoying to see them even after HOURS of playing.
Hi, sorry to hear that the description didn't work out as well as it should. I will change it to a flat time reduction in the description if it makes it look clearer to you. As for balancing, I am still working on balancing the later zones, and will likely introduce a new guardian to boost gem drop rates and amounts. I don't intend to make this game very long - it in fact has an ending which some have already achieved and I want to make this game completable rather than turn this into a long-running idle game. Sorry if it feels slow at this point. I hope to make the game more balanced and also progress faster in time to come after addressing the issues raised in the top comments. Edit: If a lot of people think the upgrade is too expensive. I don't mind decreasing it (and compensating those who purchased) - I really don't mean to stretch the gameplay, just wanted to make sure their price is proper without making the upgrade too easily maxable.
Hi, just noticed this! Thanks for reporting. Will be fixed by the next update. This is just a display error (upgrading the skill to the next level still has a duration)
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the only problem i have so far is the enchanter upgrade in the shop makes it so if you have purchased all of them that you are on a somewhat messed up path ie instead of stopping at rank 5 which only gives you a total of 125 levels worth of upgrades for a cheaper price. but honestly i think either stop it at rank 4 or take it up to at the very least rank 6 is not rank 10 just so it does not mess things up for those of us who are ocd about things
Hi, latest patch has increased this to max of 6, and may be increased further in the future, but for now, I hope that fixes the issue. Sorry about the messed up path!
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Good game, though, the prizes that you get for, like, getting a characters equipment to level 1000 are ridiculously low, as at that point, you're already getting a lot, a lot more money than that achievement gives to you.
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Minor suggestion: instead of cyan for the warrior, how about a shade of red? If I'm not attentive, I'll be upgrading the priest thinking I'm upgrading the warrior because their colors are so close together.
Hi, just a tip, it may not always be a good idea to level up a skill even if you have the means and EXP to do so - try to set up your skills such that your MP Regen can keep up with the MP consumption of the skills you have, which is why there is an option to sell a skill to decrease its level down. Sorry if the design wasn't clear. Aside from just giving MP regen bonuses or reducing the skills' MP cost, I am still thinking hard about how to deal with this issue to make MP a more interesting mechanic. Thanks for the input!
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It could be nice to have a lighter version of the game, (quality adjustment / toggle on or off the numbers of damages / life / mana)
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It seems like when you are supposed to get a reward for an achievement, even the first time, especially the gems, that the reward isn't actually granted.
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It would've been fantastic if priest only healed when it was necessary, instead of constantly depleting his/her mana on healing every single hit received. Also, there's no point in upgrading her heal skill since her mana regen/pool can't keep up with higher level healing - upgrading her mana pool and regeneration is extremely expensive and doesn't compensate for her constant waste of it through auto- healing.
Hi, have you updated to the latest version? The priest's autocast is now smarter, healing only when a party member's health drops below 90%. Hope it helps.
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Please show the max level for everything that has a max (skills/abilities, secret shop (blue gems), guardian upgrade (green gems), equipment (helmet, gloves, last item) and anything else I've forgotten. Just a ?/? will do so we can see that something is able to be maxed.
Will be implementing a star on skill icons that are maxed in the skill panel. Will probably do it for the other things you have listed too. Thanks for the feedback.
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Ok, still testing out various things from your last patch, but its looking real good. Smoothing out and balancing things will take time. One skill that has my eye atm is the skill Resurrect. Of all the current skills in the game, this one has some kind of insane mana cost grow on it. Right now I have it at lv13 and it takes 81k mana to use. I can upgrade it for next to no exp at the point in the game I am at, however it jumps up to 163k mana in one level. To put that into perspective, with a lv15 spirit buff, and earrings at lv 925, I only have 177k mana (with the gem bonus maxed out).
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Is there some kind of formula and/or amount of something you should have for the amount of gems you get on ascending? I checked in one play through, and it said I'd get 21.... checked back a bit later on the same play through and it said I would get 3 instead if I ascended.
Hi, I don't quite understand. Gems always drop on the first playthrough, and always drop when you beat a boss of that level for the first time. So it is normal if you are getting more gems on the first playthrough. When you ascend, the number of enchanted gems you gain is equivalent to the number of gems you own.
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You messed with some of the numbers for upgrades and damage and didn't put it in the patch notes... All of my characters are now far weaker...
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Initially gave the game a 4/5, cause I really did like it. The moment I saw ascension and that you can upgrade idle things, 5/5. I grow tired of click-click-click being the only way games HAVE to be done lately, or so it seems.
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Enjoying the game alot :) seemed to have lost some enchanted gems with the most recent update no biggy as I wasn't too deep into the game but was this part of the patch?
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Skills need their own hotbar displaying their cooldowns. It's a major pain to switch between skills and shops when grinding.
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my game wont load anymore. Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings
Hi, there are a few things you can do. Generally reducing the memory your browser uses (like closing other tabs), or simply restarting the browser, open the game, then open your other tabs can help. For more info regarding this error and how to get around, you can read this: https://www.reddit.com/r/incremental_games/comments/4m7vav/enchanted_heroes/d3wnxu6
If it still does not work, feel free to message me and I can send you an export string of your latest cloud save so that you can play on the WebPlayer version of the game. Sorry about that and hope the link helps.
Cool to see someone did the Math for this. I can see this being useful after a few ascensions and when gems pile up. Nice job. I have PMed Kongregate about getting a chat room (and hopefully a forum too) so that the community can help each other out. I feel it's also a good place for people to direct their questions (and answers to).
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And another addition to that, which I realise is quite a change to add.
But have a bestiarity. Which you fill up by killing the same monsters 10 times, then 50, 100, 200, 1000, and it goes up and up, to a certain cap.
For every entry, it'd give bonus attack damage.
So, each entry of each monster could be:
5 kills = 1% atk damage
50 = 5% atk damage.
250 = 10% atk damage.
Of course have it stacks, so by the time you'd have 250, you'd have 16% attack damage increase, for that single monster.
And a secondary addition to that, have some of the monsters linked, in a form of "family". So when you have gathered 100 of, let's say, Yeti, A snowball monster and a Snow wolf, it'd give a special monster bonus of 25% extra exp and gold.
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About ideas, to make monsters more interesting - as some people have been wanting.
Make special monsters be able to appear.
Special in the way of rarity, like Uncommon, Rare, Epic, Legendary, or whatever you'd call it.
And for each higher tier, let them give 2x, 4x, 6x etc gold/exp.
Maybe an addition in terms of item system, where you have 3 active slots, and monsters being able to drop these items.
Being an item increasing exp by a certain amount for XX time, as well as gold, or increase of attackspeed/damage temporarily. It could be anything.
Hi, gems only drop the first time you beat a boss. (It drops at 100% chance only if it was your first time beating it. Otherwise, after ascension it is a base 30% chance to get a gem drop). You cannot farm a boss repeatedly to get gems once you have beaten it - you need to kill the next boss to get the gem or get a chance at it. Sorry if it was confusing for you. I have changed the Beginner's Blessing buff description in the latest update and will probably change it again to include this point. Thanks for the feedback!
Hi, thanks for the feedback, I will be updating the game and tweaking the balancing/content for higher zones soon. Currently, I am going to be working on improving the achievement rewards to make them more useful and change some of the flat gold rewards to passive rewards, which hopefully indirectly makes the game better paced as well.