Recent posts by Tukkun on Kongregate

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Topic: Anti-Idle: The Game / AdVenture Capitalist vs. Anti Idle

Steam does support Flash but it needs to be “wrapped” into an .exe. But in any case I’ll just mention once again that Anti-Idle will NEVER be on Steam, ever. This is the final decision.

Basically, uploading the game to Steam means I’ll lose players on Kongregate PLUS 30% exclusivity revenue, and because the game is entirely free it would mean that Steam won’t pay me at all. Making people pay for the Steam version won’t work either because people will then play the free version on Kong instead AND I still lose 30% revenue. Why on Earth should I do that? (That’s not to even mention all the time and effort and verification, blah blah)

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

In other words, if you lose 50 or less HP, it’s a guaranteed spawn.

Not really – the maximum HP you can have after beating the boss is 150. So in order to get a guaranteed spawn you must lose no HP at all.

 
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Topic: Anti-Idle: The Game / AdVenture Capitalist vs. Anti Idle

Anti-Idle will never be on Steam. End of story.

 
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Topic: Anti-Idle: The Game / TFCG Balancing Tweaks and Such, Etc.

A bunch of card rebalancing proposals are already available in the changelog thread. I would also love to get some feedback related to that.

 
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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1713 – Mar. 08, 2015

  • Battle Arena
    • “Today” stat is now visible in Triangle Hideout.
    • It is now possible to go deeper using the portals in Endless Dungeon.
    • The hotkey to open treasure chests and enter portals in Secret Dungeon and Endless Dungeon is changed from Shift to Ctrl, due to the fact that Shift key is used for selling items.
    • To account for the removal of 1.5x Drop Rate perk, Drop Rate bonus from Bestiary is increased.
      • Level 6 entries: 3x Drop Rate (old: 2x)
      • Level 5 entries: 2x Drop Rate (old: 1.5x)
      • Level 4 entries: 1.5x Drop Rate (old: 1.25x)
    • It has been determined that HP and MP recovery was too module–reliant. Therefore, base HP/MP Regen is now higher, but module effects are decreased.
      • Base HP Regen and MP Regen rates are now 4x higher.
      • The HP Regen cap of 999,999 is removed.
      • The effect of HP/MP Recovery Modules are reduced by 80%.
    • MaxHP and raw defense were not useful in Endless Dungeon due to the extreme monster stats. To make certain stats more useful and reduce the luck factor in Endless Dungeon, damage taken in Endless Dungeon is now reduced by 80% (except drown damage).
  • TukkunFCG
    • Many players find TukkunFCG difficult to play due to the lack of keyboard controls and unreasonable opponent reaction time. Therefore, a few changes have been made to TukkunFCG to make it easier to play.
      • You can now press number keys 1 ~ 6 to play cards.
      • You can now hold Shift while pressing number keys 1 ~ 6 to discard cards.
      • You can now press 0 or ` to destroy your current monster.
      • After you play a card, the opponent will not be able to play any cards for 0.3 seconds (old: 0.2).
      • After the opponent plays a card, the opponent will not be able to play another card for 0.7 seconds (old: 0.6).
      • After a new turn begins, the opponent will not be able to play any cards for 0.5 seconds.
      • After the opponent destroys its own monster, the opponent will not be able to play any cards for 0.3 seconds.
      • To make TukkunFCG more newbie–friendly, low level opponents’ card playing rate is greatly reduced, allowing for easier gameplay, more time to read card effects and understand what is going on.
        • Level 0 opponents: 2.0 sec delay, 0.6 sec reaction
        • Level 1 ~ 2 opponents: 1.5 sec delay, 0.5 sec reaction
        • Level 3 ~ 4 opponents: 1.0 sec delay, 0.4 sec reaction
    • Because FCG Cash gain is now much higher than before and players are given a better deck to start with, the costs of many cards are increased.
    • New sorting modes are added to the deck screen.
    • A few cards are rebalanced.
      • Transform
        • Energy cost is decreased to 0 (old: 1).
      • (Upgraded) Transform
        • A new effect is added: You gain 1 defense.
      • Mutate
        • Energy cost is decreased to 0 (old: 1).
      • (Upgraded) Mutate
        • A new effect is added: You gain 1 attack.
      • (Rare) Fire Elemental
        • Attack is increased to 10 (old: 8).
      • (Rare/Upgraded) Fire Elemental
        • Attack is increased to 9 (old: 7).
      • (Rare) Light Elemental
        • Attack is increased to 7 (old: 6).
        • Defense is increased to 7 (old: 6).
      • (Rare/Upgraded) Light Elemental
        • Attack is increased to 6 (old: 5).
        • Defense is increased to 6 (old: 4).
      • (Rare) Grass Elemental
        • Attack is increased to 8 (old: 7).
        • HP is decreased to 8 (old: 9).
      • (Rare/Upgraded) Grass Elemental
        • Attack is increased to 7 (old: 6).
        • Defense is increased to 1 (old: 0).
      • (Rare) Water Elemental
        • Defense is increased to 3 (old: 1).
        • HP is increased to 4 (old: 1).
      • (Rare/Upgraded) Water Elemental
        • Attack is increased to 7 (old: 6).
        • Defense is increased to 3 (old: 1).
        • HP is increased to 3 (old: 1).
      • (Rare/Upgraded) Air Sparkle
        • Defense is increased to 1 (old: 0).

        • Attack is increased to 4 (old: 2).
        • Defense is increased to 1 (old: 0).
      • (Upgraded)
        • Attack is increased to 5 (old: 4).
        • Defense is increased to 2 (old: 0).
      • Ant
        • Attack is increased to 5 (old: 4).
      • (Upgraded) Elite Ant
        • Attack is increased to 7 (old: 5).
      • Flaming Arrow
        • Opponent HP reduction is increased to 3 (old: 2).
      • (Upgraded) Flaming Arrow
        • Opponent HP reduction is increased to 3 (old: 2).
      • Yellow Ant
        • Attack is increased to 3 (old: 2).
      • (Upgraded) Elite Yellow Ant
        • Attack is increased to 4 (old: 3).
      • (Upgraded) Hide
        • Defense gain is increased to 8 (old: 7).
      • (Rare) Golden Arrow
        • Damage dealt is increased to 10 (old: 9).
      • (Rare/Upgraded) Golden Arrow
        • Damage dealt is increased to 10 (old: 9).
      • Green Ant
        • Attack is increased to 4 (old: 3).
      • (Upgraded) Elite Green Ant
        • Attack is increased to 5 (old: 4).
      • Rebirth
        • A new effect is added: You gain 2 HP.
        • Energy cost is decreased to 1 (old: 2).
      • (Upgraded) Rebirth
        • A new effect is added: You gain 4 HP.
      • Shield Break
        • Defense reduction is decreased to 7 (old: 8).
      • (Upgraded) Shield Break
        • Defense reduction is decreased to 8 (old: 10).
      • Blue Ant
        • Defense is increased to 2 (old: 0).
        • HP is increased to 4 (old: 1).
      • (Upgraded) Elite Blue Ant
        • Attack is increased to 5 (old: 4).
        • Defense is increased to 2 (old: 0).
        • HP is increased to 5 (old: 4).
      • Forget
        • Energy cost is decreased to 1 (old: 2).
      • (Upgraded) Forget
        • A new effect is added: Enemy monster loses 1 attack.
      • Energy Monster
        • A new effect is added: Your monster gains 1 attack.
        • Energy generation is decreased to 3 (old: 4).
        • Energy cost is decreased to 1 (old: 2).
      • (Upgraded) Energy Monster
        • A new effect is added: Your monster gains 2 attack.
      • Target Change
        • Energy cost is decreased to 2 (old: 3).
      • (Upgraded) Target Change
        • Monster attack gain is increased to 3 (old: 2).
      • Lure
        • Energy cost is decreased to 2 (old: 3).
        • Monster defense gain is increased to 3 (old: 2).
      • (Upgraded) Lure
        • Monster defense gain is increased to 5 (old: 2).
      • Weaken
        • A new effect is added: Your opponent loses 1 attack.
      • (Upgraded) Weaken
        • A new effect is added: Your opponent loses 2 attack.
      • Defense Removal
        • Player defense reduction is increased to 35 (old: 30).
        • Opponent defense reduction is increased to 20 (old: 15).
      • (Upgraded) Defense Removal
        • Player defense reduction is increased to 35 (old: 30).
        • Opponent defense reduction is increased to 30 (old: 25).
      • Red Snail
        • Attack is increased to 7 (old: 5).
      • (Upgraded) Fire Snail
        • Attack is increased to 7 (old: 5).
      • Fire Bolt
        • Opponent HP loss is increased to 10 (old: 9).
      • (Upgraded) Fire Bolt
        • Opponent HP loss is increased to 12 (old: 11).
      • Yellow Snail
        • Attack is increased to 5 (old: 4).
      • (Upgraded) Golden Snail
        • Attack is increased to 5 (old: 4).
      • Magic Bolt
        • Opponent HP loss is increased to 7 (old: 6).
        • HP gain is increased to 7 (old: 6).
      • (Upgraded) Magic Bolt
        • Opponent HP loss is increased to 8 (old: 7).
        • HP gain is increased to 8 (old: 7).
      • Blue Snail
        • Attack is increased to 5 (old: 4).
        • Defense is increased to 2 (old: 1).
      • (Upgraded) Sea Snail
        • Attack is increased to 5 (old: 4).
        • Defense is increased to 2 (old: 1).
      • Dagger
        • Attack gain is decreased to 2 (old: 3).
        • Energy cost is decreased to 2 (old: 4).
      • (Upgraded) Blade
        • Attack gain is decreased to 4 (old: 5).
        • Energy cost is decreased to 3 (old: 5).
      • Cockatrice
        • HP is increased to 4 (old: 3).
      • (Upgraded) Elite Cockatrice
        • Defense is increased to 2 (old: 1).
        • HP is increased to 5 (old: 4).
      • (Upgraded) Monster Heal
        • Monster HP gain is increased to 5 (old: 3).
      • Monster Break
        • Monster attack reduction is decreased to 8 (old: 9).
        • Energy cost is decreased to 3 (old: 4).
      • (Upgraded) Monster Break
        • Monster attack reduction is decreased to 9 (old: 10).
        • Energy cost is decreased to 3 (old: 4).
      • Red Hydra
        • Attack is increased to 8 (old: 6).
      • (Upgraded) Red Hydra
        • HP is increased to 3 (old: 2).
      • Yellow Hydra
        • Defense is increased to 3 (old: 0).
        • HP is increased to 3 (old: 1).
      • (Upgraded) Yellow Hydra
        • Defense is increased to 3 (old: 0).
        • HP is increased to 3 (old: 1).
      • Cog
        • Energy cost is decreased to 4 (old: 5).
      • (Upgraded) Cog
        • Energy cost is decreased to 4 (old: 5).
      • Green Hydra
        • HP is increased to 5 (old: 1).
      • (Upgraded) Green Hydra
        • HP is increased to 5 (old: 1).
      • Blue Hydra
        • Defense is increased to 6 (old: 0).
      • (Upgraded) Blue Hydra
        • Defense is increased to 6 (old: 0).
      • Stat Wipeout
        • Stat reduction is decreased to 20 (old: 25).
      • (Upgraded) Stat Wipeout
        • Stat reduction is decreased to 20 (old: 25).
      • (Upgraded) Invisible Zebra
        • Attack is increased to 6 (old: 5).
      • Flying Eyeball
        • HP is increased to 2 (old: 1).
      • (Upgraded) Dark Eyeball
        • Attack is increased to 10 (old: 9).
        • HP is increased to 3 (old: 2).
      • Red Crawler
        • Attack is increased to 9 (old: 8).
      • (Upgraded) Red Crawler
        • Attack is increased to 11 (old: 10).
      • (Upgraded) Final Strikes
        • Energy cost is decreased to 6 (old: 7).
      • Yellow Crawler
        • Attack is increased to 8 (old: 7).
      • (Upgraded) Yellow Crawler
        • Attack is increased to 9 (old: 8).
      • Mosquito
        • HP is increased to 2 (old: 1).
      • (Upgraded) Mosquito
        • HP is increased to 4 (old: 2).
      • (Upgraded) Green Crawler
        • HP is increased to 13 (old: 12).
      • Blue Crawler
        • Attack is increased to 9 (old: 8).
      • (Upgraded) Blue Crawler
        • Attack is increased to 10 (old: 9).
      • Crimson Cockatrice
        • Attack is increased to 7 (old: 6).
      • (Upgraded) Crimson Cockatrice
        • Attack is increased to 9 (old: 7).
      • (Upgraded) Elite Crab
        • Defense is increased to 14 (old: 13).
      • Explosion
        • Opponent HP loss is increased to 6 (old: 5).
      • (Upgraded) Huge Explosion
        • Opponent HP loss is increased to 9 (old: 8).
      • Mini Magi
        • Attack is decreased to 12 (old: 13).
        • A new ability is added: You gain 4 HP.
      • (Upgraded) Mini Magi
        • Attack is decreased to 14 (old: 15).
        • A new ability is added: You gain 6 HP.
      • (Upgraded) Invisible Giraffe
        • HP is increased to 9 (old: 8).
      • Cockatrice King
        • HP is decreased to 5 (old: 6).
      • Flood
        • HP gain is increased to 6 (old: 4).
      • (Upgraded) Flood
        • HP gain is increased to 9 (old: 7).
      • Arctic Crawler
        • Defense is increased to 2 (old: 0).
        • HP is increased to 3 (old: 2).
      • (Upgraded) Arctic Crawler
        • Defense is increased to 2 (old: 0).
        • HP is increased to 3 (old: 2).
      • Golden Dragon
        • Defense is increased to 6 (old: 5).
      • (Upgraded) Light Dragon
        • Defense is increased to 8 (old: 7).
      • Blue Dragon
        • HP is increased to 9 (old: 8).
      • (Upgraded) Alien Dragon
        • HP is increased to 9 (old: 8).
      • Holy Symbol
        • HP gain is decreased to 18 (old: 20).
      • (Upgraded) Holy Symbol
        • HP gain is decreased to 18 (old: 20).
      • Energy Heal
        • Energy consumption is decreased to 15 (old: 18). Green energy is no longer consumed.
        • HP gain is decreased to 40 (old: 60).
      • (Upgraded) Energy Heal
        • Energy cost is decreased to 30 (old: 32).
        • Energy consumption is decreased to 12 (old: 15). Green energy is no longer consumed.
        • HP gain is decreased to 50 (old: 70).
  • Awesome Adventures
    • Wait time for energy is increased to 400 seconds (old: 300).
    • A few adventures are rebalanced.
    • A new function is added to Adventure Reminder: when you Shift + Click the Adventure Reminder, you can convert all of your remaining energy into EXP and Career EXP. Note that this does not make you adventure and the amount of EXP you gain is lower than what you would gain from actually adventuring. This will cost you 500,000 Green Coins.
  • Mystery Shop
    • Energy Refills now cost 15,000,000,000 Coins (old: 12,500,000,000).
    • Chaos Crates now cost 660,000,000 Coins (old: 600,000,000).
    • Progress Boxes now cost 400,000 Green Coins (old: 300,000).
  • Special Shop
    • Quest Tokens and Event Tokens were not useful because there are not enough good items to purchase in the Special Shop. Therefore, the 8th page of the Special Shop is now available with new, more useful items available for purchase.
      • Weapon Unique Enhancer Lv. 1 (cost: 8,000 QT / 8,000 ET). Limit 5 per day.
      • Armor Unique Enhancer Lv. 1 (cost: 4,000 QT / 4,000 ET). Limit 10 per day.
      • Accessory Unique Enhancer Lv. 1 (cost: 2,000 QT / 2,000 ET). Limit 20 per day.
      • Insta–EXP (cost: 1,000 QT / 500 ET). Gives a level–based amount of EXP (maximum 9,999,999,999). Less effective on higher difficulty Ascensions. Limit 100 per day.
      • Insta–Coin (cost: 500 QT / 250 ET). Gives a level–based amount of Coins (maximum 9,999,999,999). Less effective on higher difficulty Ascensions. Limit 100 per day.
  • Other changes
    • The Konami cheat code can now raise your Boost up to the yellow limit rather than the blue limit.

  • A bug causing the wrong card to be focused on in TukkunFCG is fixed.


[*] Note about Ascension Points (for players with over 100 Ascensions): Ascensions without EXP penalty are also supposed to give Ascension Points, but because these were not tracked, such Ascensions before the update will not give you Ascension Points. I really apologize for the inconvenience. For players with over 100 Ascensions, you will be given extra Ascension Points based on various factors to compensate for this. If you feel that the number of Ascension Points you received is unjust, send me a private message about it.

 
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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Well, you did comment on my game that

Got the message that this game now has kongpanions. Looks like I’ll have one less game on my favorites list now.

So I assume that you used to like it, at least to a certain extent, but not anymore and that’s due to the implementation of Kongpanions.

But it’s alright – we all have different tastes. Perhaps it’s just like how I hate TDs, some other guy hates incrementals, and you hate every game that has Kongpanions in that sense. Once you have formed a thought that games with Kongpanions are bad, it is hard to change. I suppose I’ll just have to deal with it :P Can’t satisfy everyone.

I do agree with you though, that it’s very hard to implement Kongpanions properly. Making it too insignificant will make people think that they would rather have no Kongpanions at all, but making it the main focus like Kongridle would obviously ruin the game like you have said. But then the Kongpanions system is open, so it’s hard to tell what people might make in the future. Maybe one day someone might make a super awesome game with Kongpanions that doesn’t have any of the problems we see right now?

 
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Topic: Kongregate / [New Feature] Introducing Kongpanions!

I’m mostly referring to my own game. You’ve clearly stopped playing it for the sole reason that it now has Kongpanions, without taking in any consideration how it was implemented, what “benefits” Kongpanions give in the game, etc.. If you’re going to simply bash every single game that has Kongpanions, you will never find them useful, even when they actually become useful.

For you, it is not that “Kongpanions are not useful in games”, but “Games are worthless if they have Kongpanions”.

Just as a forewarning, you shouldn’t play the next games that I upload because I’ll be implementing Kongpanions in every single one of them.

 
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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Okay this post on page 69 by Dragu89 should probably be removed. On page 70 I explained to Dragu that the reason I had so many kongpanions was because I thought they were actually going to become useful as the Kongregate page first introducing them suggested (“sidekicks”). This turned out to be false, but I still wanted to get BotDs. Now I don’t earn BotDs anymore because I don’t want kongpanions to be associated with them.

So you stopped earning them because they are not useful, but whenever a dev makes a game where Kongpanions have some use, you bash that game and don’t play or stop playing it.

Alright.

(I’m not defending Kongpanions or anything but your reasoning is incomprehensibly ridiculous)

 
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Topic: Kongregate / who else besides me got all 62 shiny kongpanions

My game has an API stat that checks the Shiny Kongpanion count (look towards the end of the leaderboard stats). Of course it’s not comprehensive because people who don’t play my game are excluded, but it does have a few people who are not yet listed in any of the posts here.

 
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Topic: Anti-Idle: The Game / Pre-order your real life FCG card packs today!!

Originally posted by Anonymity:

(Writes “ripoff don’t buy” on the wall)

The card packs contain 500 cards, so it’s only $1.5 per card! For only $749.99 you will have 500 cards which can be used to make plenty of decks and enough for an entire party to play at once. And this already includes the worldwide shipping fee and stuff! Plus you get a free board if you buy 50 packs! I’d say it’s not a ripoff at all. If you prefer to buy smaller and cheaper packs, they will be available in a few weeks somewhere really close to your house!

 
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Topic: Anti-Idle: The Game / Pre-order your real life FCG card packs today!!

Hi everyone!

You asked for it, you got it – due to the extremely popular demand of real life TukkunFCG cards, they will be available worldwide soon!

For a very low, LOW (I mean it) price of $749.99, you will receive your very own gigantic TukkunFCG card pack! It will contain 490 random common TukkunFCG cards (100 upgraded and 390 unupgraded) plus 10 random rare cards, picked from a selection of 140 different TukkunFCG cards, including 104 of the most favored cards in Anti-Idle, plus 36 brand new, never-seen-before cards! And if you buy 50 or more packs at once, you’ll get a FREE TukkunFCG Board™, which normally costs $24,999.99, providing the best possible environment to play TukkunFCG with your friends! The TukkunFCG Board™ comes with a timer and a special device to detect played cards and automatically calculate the players’ generators, energy, HP and other stats, ensuring that players play by the rules!

Doesn’t that sound amazing? Simply send me a private message to tell me how many card packs you want to buy! You don’t even have to pay me the money first – payments only have to be made AFTER you receive the cards! What are you still waiting for? Pre-order your real life FCG card packs today!!

Or do you find that too costly? There’s also a special catch: each rare card will have a unique code on it, which can be redeemed for 10,000 White Coins and a free Impossible Ascension each! That means 100,000 White Coins and 10 free Impossible Ascensions for each card pack you buy! Is that still not enough? Be the first person to collect all 140 different upgraded cards, upload a screenshot to prove it, and you will receive 2,500 additional free Impossible Ascensions!!

For more information, feel free to comment below or send me a message!

 
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Topic: Anti-Idle: The Game / [Guide] Technical Lights Usage

Hi! I’ll look into the bug and try to fix it in the next version. I’ve been quite busy lately so I couldn’t update the game. But once I’m done with my important real life stuff I’ll be back and release more updates, with more awesomeness, bug fixes, and a lot of the recent suggestions!

Also, wow so many clever uses of Technical Lights!

 
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Topic: Anti-Idle: The Game / Game Bugs

Also take in consideration that you can harvest from Red Trees much more often.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Whoa, massive congrats!

 
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Topic: Anti-Idle: The Game / Megathread: Suggestions

Hi everyone,

Just posting to notify you all that I have read everything in this thread.

Please direct future suggestions into the new thread.

I will close this thread.

Thanks everyone!

 
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Topic: Anti-Idle: The Game / Suggestions!

Previous official thread (2011 ~ 2013)
Previous unofficial thread (2015)

I’m going to recreate the Suggestions thread so that we have an “official” one. There was a suggestions thread before, but it ended up being closed, partly because I was mostly finished with updating, and partly because I simply could not deal with all that criticism and stuff. But ever since the suggestions thread was closed, a lot of people had awesome ideas (and I really mean it) and they have nowhere to post. Due to the increasing demand, numerous unofficial suggestions threads have been made. Now, I decided to create this thread so that all of you have some “official” place to suggest stuff (and I assure you I read all of them) – but to prevent this from becoming the old suggestions thread where things are messy and stuff, there are a few added guidelines.


Suggestion Guidelines

1. If you suggest a new big feature or other big additions/expansions to existing features, your suggestion will be automatically REJECTED. No exceptions.
(e.g. “I demand that we get a tower defense minigame in arcade!!!!”, “Stadium should have some endless running mode like that temple whatever game”, “Please add some kind of tile based RPG to the game!”, etc.)

  • The reasoning for this is that I am done with adding new features to the game (with the exception of unimplemented features which are already planned). Also, most of these suggestions involve things that are difficult to code and are generally not very beneficial to do. If you wish to play some tile based RPG, just go play that instead of suggesting it to be added to Anti-Idle. I understand that some of you might have some truly awesome ideas that I might actually like, but I won’t implement them anyway, so save those suggestions to yourself and don’t bother wasting some more precious minutes of your life typing it here.


2. Do not suggest anything that involves music, a better save/load system or auto backup, lag reduction (unless you are 100% sure how to do it), or anything that involves multiplayer or a server.

  • These are just plain impossible, so if you are going to suggest them, don’t bother. As annoying as it is, if you post here saying “I get too much lag playing the game, you should look into some kind of solution”, it doesn’t help me at all.


3. Suggestions that are solely to make the game easier than intended or have any noticeable impact on the game difficulty will be rejected, unless you have a good reason for it.
(e.g. “we get coins too slow i think coin gain should be tripled”, “Why shouldn’t we be able to ascend at level 3000?!?”, “BA is too hard please make it so you deal 10x damage and monsters deal 0.1x damage blah blah” etc.)

  • Any change to the game difficulty will cause a LOT of things to change, and generally, unless you have a very good reason to change the difficulty of the game and pretty much the entire community agrees with it, don’t bother. Also, avoid making such suggestions until you ascend at least once, because you likely have very little idea how this game’s balancing works before then.


4. Unnecessarily long suggestions will likely be neglected.
(e.g. “we should have purple tree in the garden which takes 5 hours and 45 minutes to harvest but only 5 hours and 15 minutes to harvest if you have an ascension and it would cost 10000000 coins to plant and it would give 5000000 coins and 3000 green coins and 100 blue coins when harvested and if you have 1000000 or more garden exp the tree will have an awesome face on the top and you will […]”)

  • If you want to suggest something, try to keep it short and give just enough details. If you can describe your suggestion in 3 lines of text rather than 100, that’s exactly what you should do. Details about balancing are generally not necessary because I would likely balance it myself anyway. Let’s say you want to suggest such a purple tree above, you could just say something like “We should have Purple Trees in the Garden, which takes about 5 hours to harvest.”. I’ll decide how much it costs and how much you get for harvesting and stuff, you don’t have to (and shouldn’t) do that work. (However, note that I don’t actually want to add a purple tree, so don’t try suggesting that below)


5. Easily implementable but useful additions / convenience features are generally prioritized.
(e.g. “We should be able to press number keys 1~6 to play cards in FCG”, “Trees should be harvested automatically in Ultimate Avoidance”, “Selling things in Fishing should be faster”, “Breeding in the Garden is quite confusing, maybe we should be able to foresee the possible results before breeding?”, “How about a button to convert adventure energy to EXP?”, “We should have a sell all button in BA!”)

  • This is the kind of suggestions that I look forward to the most. These suggestions generally take no more than 10 minutes of coding to implement and are likely useful to a lot of people. If you have some similar suggestions, go ahead. I’m glad to hear them.
    Other useful additions which are not as easily implementable (for example, queuing tasks for Simulation Cyborg or tracking quests) are also appreciated, but these require more coding effort, so they have a lower chance of being implemented.

Some Notes

This thread is dedicated to suggestions. If you are here to bash the game or state that you dislike the game (“This game SUCKS unless you implement my suggestions!!”, “this game would be awesome if it has a tower defense but unfortunately it doesn’t so i give this a 2/5”), write that in the comments section of the game instead. This is not the place. In this thread, write just the suggestion. Nothing else.

The chance that your suggestions will be implemented is much lower than the chance that they won’t be implemented (because we all know that I’m super lazy), so don’t get your hopes up (and if they are not implemented, don’t post them again because I assure you I read everything). Also, most suggestions that are not mere convenience features require proper analysis before implementation, so don’t expect your suggestions to be immediately implemented even if they are super awesome.

Due to numerous reasons that I would rather not mention, I will not reply to any of your suggestions, and if I decide to implement any of these suggestions or anything inspired by these suggestions, I will not mention the source. But I assure you that I will read EVERYTHING you post in this thread, and I look forward to your awesome suggestions! As always, thank you for playing Anti-Idle and contributing to the game’s success.

 
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Topic: Anti-Idle: The Game / [Official] Crossover Rewards - Kana Warrior!

Originally posted by Melzas:
Originally posted by Tukkun:
Originally posted by newsomeone385:

this a test 325524297

Hi,

You’re supposed to enter gift codes in the Achievements screen, not here.
Also, the code 325524297 is only a sample code. The code varies for each user, so you have to get your own gift codes. Your gift codes will not work for others, and other people’s gift codes will not work for you.

So you’re saying that the challenge is to figure out how you’ve hashed someones user name into a unique code based on the codes gotten using your user name? ;)

Technically that’s true, but generally if you decide to figure out how it’s hashed, it is considered cheating by the community and is frowned upon, just like changing your system clock to claim more daily bonuses or figuring out a fake Refund Code.

 
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Topic: Technical Support / Stolen Account

The guidelines state that your account is YOUR responsibility, so unfortunately I don’t think they’re going to help you.

 
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Topic: Kongregate / March '15 Suggestion Thread

1. Please darken the bar on the top right. Please.

2. Not sure how implementable this is, but perhaps registered users should get more homepage customization? “Browse Top Games by Category” section no longer includes the old “Music & More” category, and most of those categories I’m not interested in at all. We should be able to see the top games of the categories (tags?) we’re interested in instead. Let’s say I don’t want to play MMOs at all, and I would rather see the top 5 idle games in that space instead? That will make the homepage much more useful.

3. Maybe we should have a full list of possible Kongpanions’ tags, that will make it much easier for devs to implement Kongpanions. If we have a full list of tags, devs can use them to determine the stats of unreleased Kongpanions. Let’s say the dev can make it so animals have extra attack, and plants have extra defense, and so on for all the existing tags, but suddenly there’s this new tag called “do not touch” and the dev doesn’t know what to do with that other than making them add to some random nonsensical stat (and no dev is willing to update the game weekly for every new Kongpanion)! With the current system, devs can only rely on the currently available tags to determine Kongpanions’ stats or have to randomly generate their stats. Kongpanions have no useful metadata, and therefore devs cannot do any useful thing with them.

 
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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Originally posted by player_03:

Also, Kongpanions aren’t used in games anymore. There were a few games at first, but that part of the concept just didn’t work out.

That’s only true to a certain extent. The API is still there and any developer is free to make their own Kongpanion game. At least the (experimental) Kongpanions system in my game still works (would be horrible if it stops working or the Kongpanions system is completely removed).

There might not be any Kongpanion games that “work out” yet, but we don’t know what the future may hold. In the future someone might make a really good game that makes Kongpanions worthwhile.

As a dev, I actually kind of like Kongpanions, because even if I decide not to implement the system, I still get a free creature that I can use as artwork in my games every week without having to worry about copyright.

 
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Topic: Kongregate / [Vote] Kongregate Classic Games!

Platform Racing 2
Sonny
Bible Fight

Clearly my reasoning for Bible Fight is just too good

 
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Topic: Kongregate / Idle Games

Er, I actually find making games fun, it helps me get rid of certain bad thoughts (would rather not state the specifics here), and I would rather make games than play them. It’s just for… fun.

I was a bit sarcastic about “serious business” but clearly most devs (including myself, to a certain extent) make games for money, and the best game genre to make for money is clearly idle games (at least for newbies or people who don’t want to spend money). If you’re willing to spend lots of money and have a development team, some Kreds MMO would likely be better for money, but idle games are (usually) free + easy + fast to make and can generate lots of ad revenue in a short period of time.

And it’s pretty clear that idle games are one of the more popular genres. If you are to make games for others to have fun, clearly you should make what people like the most, and that is still idle games. All the good reasons for making it, I’d say. The only bad thing about idle games that I can think of is that people often complain about them not being real “games”. If you can deal with such complaints then there is no reason not to make idle games.

People haven’t stopped making “real” games. It’s just that idle games are way too easy to make, so you see them three times as often as other types of games.

 
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Topic: Kongregate / Idle Games

Originally posted by Tulrog:

I was going to write some in-depth answers to your points but instead we’ll take a more interesting approach. Should be more fun than throwing opinions at each other.

So let’s start off with the probably most important question of all.

As a dev, why do you make games? I mean there is no one holding a gun to your head and threatening you to make a game. So what is your motivation to make games? What’s the goal? How does the perfect situation look like when you are done?

Also everybody can play along and answer that question. The more the merrier.

For fun, and serious business. Clearly idle games are more beneficial to make because they:
1. Are popular —> more people play it —> moar $$$, which converts to more ice cream
2. Take very little effort to make, you only need code and brainwash. Oh wait, wrong game…

 
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Topic: Kongregate / Kongregate Plus Suggestions?

Lifetime subscription won’t work unless they raise price to something like $300.

After you get K+, Kongregate is practically PAYING their own money to developers so that you can play games without seeing ads. They receive no money from ads themselves, and still have to pay developers when you play games, so they will be losing money over time. If you stop giving them money yearly, it will be very bad for them in the long term, so I don’t really see that happening.

Lifetime subscription also makes it so Kongregate needs to ensure that they will keep providing K+ and the website itself forever. Otherwise, they will likely have to refund users (they don’t legally have to, but that’s clearly bad customer service). And what if you don’t like K+ anymore after a year or two of using it?

Though, I agree that K+ users should have some more features to “motivate” people to purchase it. Maybe some cool things like homepage customization. But think of K+ as a way to support Kong and developers, not some overpriced features that you won’t use ($30 for a year of profile skin is clearly overpriced).

 
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Topic: Anti-Idle: The Game / [Official] Crossover Rewards - Kana Warrior!

Originally posted by newsomeone385:

this a test 325524297

Hi,

You’re supposed to enter gift codes in the Achievements screen, not here.
Also, the code 325524297 is only a sample code. The code varies for each user, so you have to get your own gift codes. Your gift codes will not work for others, and other people’s gift codes will not work for you.