Topic: Anti-Idle: The Game /
zileas' list as it applies to anti-idle
before I begin, I want to clarify: I don’t hate anti-idle. in fact, I love it. I’m just pointing out some things that can be improved, or, if it’s too much work to improve, provide suggestions for tukkun’s next game.
1. power without gameplay
this isn’t really much of a problem here. most things have quite a noticeable effect. upgrades have an immediate and obvious impact on your power.
2. Burden of Knowledge
quite a big problem. I feel this game is way too unnecessarily too complicated. mainly garden and battle arena. Another garden has so many seeds, ways to breed them, etc. but battle arena is the biggest offender here. so many different currencies, mechanics of the raids, monsters, etc. too much stuff you need to know. especially things like binary battlefield → pokayman city. too much things you have to know.
I think that, as a start, when an enemy uses an ability, it should tell the player what’s going on. for example, when CHAOS goes blue, “invulnerable” should appear over his head whenever he’s attacked, “absorb” when he goes green, “reflected” when he goes black, etc. additionally, similar effects like attack damage, attack power, equipment attack, etc. should be merged together.
3. Unclear Optimization
mostly avoided except battle arena, but this is what I want to focus on for this subject.
do I spend my skill points on invisible weapon? CDG? crit chance/damage? rage skills? etc. etc. empowering gem vs rage gem? it’s hard to figure out which skill build is the best, with so much competing boosts to your damage.
My solution would be to cut down on the ways to improve your damage. damage, attack speed, crit chance and damage are enough. boss damage, reflect damage, etc. doesn’t seem to serve any purpose.
4. Use Pattern Mis-matches Surrounding Gameplay
no problems here. good job.
5. Fun Fails to Exceed Anti-Fun
N/A – not a multiplayer game
6. Conflicted Purpose
not anything I can think of right now.
Combo strike is the biggest one right now. You decrease your damage output so you can quick attack build up your combo, and use it so you get rage. combo strike and rage diminishes the power of SKB, which diminishes combo strike. can also fall under unclear optimization.
The best way, in my opinion, to reduce this is to have the combo requirement for combo strike reduced back to 100. maybe nerf something else to compensate.
8. False Choice — Deceptive Wrong Choice
9. False Choice — Ineffective Choice
I’m grouping these two together because they are so similar.
Idling in the tukkun FCG – It seems like it’s a good idea, since you can have your boost stay up, but it isn’t.
Instead of having automatic ant sprayers in FCG, you should do something like give them boost every turn while playing. right now, it’s just a noob trap.
10. Or We Could ** the Player!!1111oneoneone
I don’t think there is this.
RNG is used so heavily in this game. there’s just too much.
I think the worst offender is negate effect. if you get blinded/weakened, you’re probably dead. negate effect is not guaranteed to work, so it’s not really reliable, and all the player can do is hope it works.