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@Malathos It does if you open the game before you get disconnected from internet (in the case you use wi-fi or just decided to disable it temporarily). Some browsers however stop running it if you leave the tab inactive or minimize it since some flash games stop running when done so. I don't have any problem with Chrome so far.
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This game needs some food dump. I currently have 10 trimps as farmers, 55 as lumberjacks and food is high like crazy, I basically do not have to worry about it, but on the other hand I don't have nothing to spend it on.
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*feature request* faster way to scrap maps, maybe a highlight function on the maps, (also with that you could say you want to run these maps in succession)
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i had coordination 11 (=2) when i logged out and came back on a few hours later it was gone.... and i cant up my troops
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maybe i'm just not seeing it but is there a way to see if a map is going to have an upgrade or something at the end or is it random or is it they have 1 and then after that they dont have anymore in retrys of the map
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I feel like Traps should be buffed after the early game and do something else. Maybe you should be able to convert Trimps into a resource like more Food.
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Over time it seems to take more and more time for fights to begin on auto mode. Maybe there could be a fix for it? Restarting the page seems to help
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I'm on world 28 and I have yet to see any kind of story. I haven't turned it off. Do I need to turn it on? When is it supposed to happen? I imagine it's all over by now.
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Right now the Block ability quickly ramps to less than 1% past World 10. That's an easy stat you can use to shift the balance.
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The only thing I have to say about this is it has a huge slavery vibe to it. It's like here let me set traps now you farm, you mine, you chop, and the rest of you fight and die in my army. Okay? And you don't get a say. The game is very addicting though. Been sitting here for about 5 hours playing
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Perhaps you should add a trading mechanism where you can sell your materials to other tribes of trimps maybe some of them have a lot of food or none at all and that with metal and wood. It could be a simple supply and demand type of thing with some random numbers in the mix.
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The current balance problem seems to stem from the increases to how much you gain compared to the increases in how much things cost. Your gains are Quantity*(Base*2^n), where n is the number of upgrades you've purchased. The costs seem to increase much faster, more like Quantity*(Base*n^2).
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For the shield, I think I'd prefer it to add block instead of health. That way you have a secondary option of adding block besides the gym+trainer combo and i would think it'd scale better as you progress... in my case, i'm taking trillions of damage with billions of block so it's almost better to just drop all my trainers and just let them breed.
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A science building is desperately needed in the higher levels. Also, a way to use gems for multipliers for housing would be a great solution to the number of Trimps needed at the upper levels
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-You farming materials (when you highlight gather, chop, etc) gets pretty obsolete when you get into the higher levels
--In addition, trimps farming materials also becomes obsolete, where the majority of the materials are obtained from the maps
-It would nice if there were an auto-farm maps to farm gems!
-These trimps sure can breed at incredible rates at higher levels O_O not sure if intentional, but nice feature to have them regenerated nearly instantly
-Science gets a bit difficult to farm at extremely high levels
Even then, GREAT GAME! KEEP IT UP :)
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So it turns out that if you fire all of your trainers, it doesn't get rid of their block bonuses so you can fire and rehire them for infinite block as long as you have the food.
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It would be nice if there was an 'auto-build Traps' feature, which you could turn on or off, which built Traps automatically if you had no other building projects, Traps were less than x, and you had over x resources.
Where xis a value that can be changed by the player.
It gets tiring clicking Trap all the time.
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around world 10 all jobs except for scientist become pointless. you'd need far too many trainers for it to ever be worth something, and you get so much more food wood and metal by progressing through worlds or maps.
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I'm currently on World 42 and speeding through with relative ease and I have a few suggestions. Firstly, to keep balance on lower worlds, make the gifts of more land in each world scale up. For example, in World 1 each gift is 5 land. So for World 2 each give 10 land, and World 10 - 50. It would balance it out a little bit more until World 15-20ish. Or maybe replace one or two of the Coordination books in World 25-30 with a new house or another book that doubles the effectiveness of the resort, and that could prevent the need for grinding.
Where it shows the symbols for food, land, books etc it would be great if you could hover over the icons to see what they are. Not necessarily specifics, but so when starting it's easier to learn what the icons mean. And as others have mentioned, maybe a "build x" (for mainly traps) and some maps giving wood would be nice (maybe a forest). Great game!
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A few balancing issues. Scientists an trainers feel almost obsolete, and I wound up with 8 unused coordination upgrades because I didn't have enough resources to buy housing. I also have 103K unemployed trimps, and don't have enough food to employ one of them (except for science which I already have a huge surplus of).
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Brilliant little game, i'd only suggest something allowing you to automatically move on to the next special map without it being manual, possibly an upgrade or a sustained feature. Very good work!
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I really like how this game is coming along. I Have gotten passed world 30. Just a note for when you realese v1.0. Consider making it more of a decision to go full on workers or full on exploring. Right now there is no point in resource gathering past world 10. And The Trainers plus Gyms do not do enough to warrant getting them. Plus the fact that its impossible to really just fill up a resource job due to cost make it even less attractive. So yeah, just my thoughts.
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its interesting that unemployed trimps dont breed. the female trimps be like "yo trimp! no money, no bunny!" ; ) 5/5 keep it up, dev, good job!