Polymerizers are not on my building list. Material science is at lvl 14. I assume leveling up might solve the problem, but I'm not going to have 14M+ research points anytime soon.
Cont'd.
Now if I were the game designer, I would reverse the formula and allocate damage directly proportional to a) no. of ships in each cluster, or b) combined armor of ships in each cluster, or c) combined weight of ships in each cluster (which seems to have no role as of now, but would be quite logical as 100 frigates will catch more bullets than 100 fighters). This kind of formula would make it worthwhile to diversify your fleet and invest into higher tier vessels, be it production or just leveling up your main shipyard.
Maybe I didn't explain myself clearly. The armor of a cluster is actually numer of ships * armor of ships. If you have a million fighter and only one battleship, the battleship take all the damage (almost) since the total armor of the fighter cluster is way greater than battleship' armor.
Hmm I am tempted to think that the battle formula is quite counter-intuitive. Whether it is a mass of cargo ships or fighters, you basically build an invincible swarm there. Also stacks or clusters with lower armor taking more damage sounds illogical. This would mean that if you have, say, 1000 fighters and one destroyer, the capital ship will bear the brunt of the attack - which is the exact opposite of how military tactics work in real life! The fighters should be there to direct fire away from the larger but less numerous ships and act as cannon fodder.
Cont.
Dev response: "Anyway, for the previous post, some info about battles: same ships are grouped together in clusters. Total damage made to a fleet is divided on the clusters based on their armor. The less armor the cluster has, more of the total damage it receives. This damage is then filtered by armor (damage*(1-%armor)-armor), and this amount is subtracted to HPs of a ship in the cluster. When a ship in the cluster reach 0 HPs, the ship gets destroyed and the remaining damage go upon another ship of the cluster."
If that's so, then what's the point building anything larger than a crapload of ARK-22's? They have the best armor/cost, HP/cost, and even damage/cost ratio. I can imagine that later on plastic will become abundant and this changes, but right now this seems to be the only sensible strategy. Or am I missing out on something?
Oh, three more things:
6. Too many popup windows. Please don't force me to make unnecessary mouse movements and clicks when I try to send a fleet somewhere. I KNOW I need to choose a planet, OK? Just make it a simple on-screen message.
7. Build X: especially with smaller ships and buildings, build 5, 10, 25, etc. options would relieve us of much hassle.
8. Enable/disable X: I don't want to disable all of my Building Y's, neither do I want to demolish any of them. I might only want to disable some of them for a short period. Please make it possible.
Cont'd.
3. Talking of battles: the first three hostile planets I have discovered provide an extremely steep learning curve. While the pirates are OK and the city looks borderline manageable, beating Babilonia would take months as of my current situation and I really can't see the exponential growth idle games usually provide. I won't be around for months to capture a single planet and neither will others!
4. Talking of ships: you should consider ship upgrades either in the form of static bonuses (research X: +Y% to Z ship stat) or, even better, replacing old ship designs. Even highly advanced galactic empires need e.g. fighters and mini cargo ships, but eventually they could become something better than the basic designs.
5. An easy navigation tool between your colonies (e.g. next planet - previous planet arrows) would be much appreciated.
That's all for now. I hope this helps and keep up the good work because you have something going on there!
Umh, maybe I boosted enemies too much, but it seems some people managed to progress. Anyway, for the previous post, some info about battles: same ships are grouped together in clusters. Total damage made to a fleet is divided on the clusters based on their armor. The less armor the cluster has, more of the total damage it receives. This damage is then filtered by armor (damage*(1-%armor)-armor), and this amount is subtracted to HPs of a ship in the cluster. When a ship in the cluster reach 0 HPs, the ship gets destroyed and the remaining damage go upon another ship of the cluster. And yeah this helps, thank you :)
Hello Cheslava,
A very good game concept and a setting that is extremely close to my heart. A few quick suggestions though (without the need for completeness):
1. More types of research with more varied effects needed. Basically, there needs to be an effective amplification tool for EVERY resource, including energy (energy is overall a huge, and in my opinion, unnecessry limiting factor). Also, you might consider higher tiers giving larger bonuses to advanced materials (e.g. high level materials science: I don't care about the iron and steel production, really - give me plastic and not an effing 12%!)
2. Ships: you need to explain what each ship stat means and how battles work. (Btw the correct form is "information," not "informations.")
Cont.
Is it a bug or intentional that the armor smith works differently than the weapon smith? Both say X% bonus, but while the weapon smith adds up (that is, +20% DMG when maxed), Armor Smith appears to compound instead (-7.73% with 8 building, which equals to 0.99^8 not 1-(0.01*8). If this is a bug, please correct it. If intentional, clarify in the tooltip.
Well, the game is a decent puzzle platformer and the charaters are cute, but... I didn't know compulsory in-game ads were still a thing in 2017. I'm sure you could find some much less obtrusive ways to monetize your game. 2/5 until then.
Great idea, I very much like the concept of "idle" RPG. However, as others have already pointed out, progression is terribly (im)balanced. The Burning cave, Farm lvl 1X, or simply getting from level 55 to 56 already put me through an ordeal, and obtaining a reasonable amount of ancient artifacts to be able to reset is nowhere to be seen. A good idle makes players work for a worthwhile reset, but this is starting to get annoyingly long. Please rebalance the game so that we have a sense of progression!
I think one 'problem' with ancient artifact acquisition is that a decent chunk of it depends on an Ancient Wisdom upgrade that you have to find as a drop from the first boss before you can unlock it. Since a lot of players miss it because of its low drop rate (it is 5% in current patch) we are going to convert it to an upgrade that is immediately available from the point you unlock the Temple of the Ancients, like the Gold and XP upgrades. Together with the gold gain buffs, this should smooth out progression significantly. Keep in mind though that the arduous battle against bosses, where you fight for every % of their HP over many tries until you finally beat them, is the core of the game, so the difficulty is certainly intended.
A great initiative, but I'd like to see high-level evolution for a couple of buildings. Having horses, furnaces, and hydroelectric (hydraulic WTF...) plants in a high sci-fi setting (at and past the prosthetic stage) is ridiculous lore-wise and utterly useless from the economic perspective (and so are their upgrades). Examples: Horse -> Car -> Spaceship, Furnace -> Foundry -> Plasma furnace - or whatever, really. Just make sure you don't miss out on technical variety AND lore credibility.
Okay, devs. I get it, really. Your app is VERY important. Fine. But please don't stick it in my face every five minutes or so. This is reprehensible marketing. Why ruin an otherwise good game with this and the terrible lag?
2/5 in this state, could be 4 or 5 with the abovementioned issues solved.
A promising concept, but...
(citing dev response from last week)
"new content will be available by the end of the week!"
I'll keep checking back for another day or two, but if no update happens, I'll just cut my losses and soon forget the game as another failed experiment. Devs, you've got to deliver on your promises!
The price curve of lower-tier buildings is off. Around 270-290 units they start to cost more than the highest-tier ones while yielding way less. Needs an adjustment.
Extremely steep difficulty curve between missions and crazy prices in the shop compared to the gold available. Need more easy missions like the rat/snake one or other grinding options (e.g. mission replay).
There is a gross balance issue with the middle column of technologies, especially clone factory. I have 200 factories, and when I set the purchase amount to 100, it reads "In. fin M". This is in addition to other, minor irregularities in the pricing vs. production curves. The whole technology thing longs for a rebalance, with special regard to the aforementioned issues.
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This has not happened before the latest update...
"Dropped items now has a lower levels to better fit your own level. "
Typical item lvl 2-3, max. 5 at lvl. 25. Seems not like a rather successful rebalance.
Maybe I didn't explain myself clearly. The armor of a cluster is actually numer of ships * armor of ships. If you have a million fighter and only one battleship, the battleship take all the damage (almost) since the total armor of the fighter cluster is way greater than battleship' armor.