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The limiting factor in the late game gets to be population, so maybe an upgrade for the buildings every 4 or 5 worlds?
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A slightly better explanation of the end reward for maps would be nice, the percent system seems unclear at least to me. great game
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Awesome but one thing
Can you add like something to make battles in hordes (like a pack of five trimps) because im always running out of space for my trimps
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@DrRitchie - 1Sp = 1e24, 1T = 1e12. In 2 hours you'd collect 1.35e12 * 60 * 60 = 9.72e15 food... which is virtually nothing compared to what you have. Not surprising the number isn't moving at all.
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maybe (and this could take a bit) a system for a magic of sorts like upgrades for mana production and spells that do things like give resources or power up your trimps in battle for a period of time
but like i said this could take time
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Possible bug. I´m at world 50 square 44. My hp shows 606++ and my enemies damage is 52.9++-79.3++. He one hits me and I don't dent him. Seeing how he 1 hits me, I can assume his damage is one order of magnitude higher than my HP. But with such a difference should I even have been able to beat the enemies before him? (Really wish I had checked their stats)
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This game seems very similar to the game "A Dark Room" There are plenty of differences, but if you like this game, you might want to try out A Dark Room.
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At world 20, I have: 1000 trimps doing science stuff; my selector in build; all the other trimps breeding; and resources coming from exploration alone. Everything goes just fine, each world passes in 10-30 minutes, which include farming metal and upgrades in maps, raising weapon and defense to 20, raising resource caps and repeat. But I feel there's no balance, as most options become worthless at this level. Maybe you should raise resource generation considerably in order to it be meaningful at higher levels. Blocking also needs some adjustments, as it's worthless and too expensive to raise at this level, but the best thing ever until around world 10. All in all it's a fun game. I'll see until where this system takes me and post an update when it breaks, if it breaks.
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The balancing in the game once you're past world 15 is really off. Trimps are permanently filled. Jobs don't do anything. Coordination is near impossible to fill up. Very refreshing idle/incremental game though.
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So I am at lvl 29 and gathering seems to have stopped all together. I paused the fighting for 2 hours just to make sure and I have not gathered anything in that time. My food is at 16.5 Sp and I have a gather rate of 1.36 T/sec. that 16.5 did not move in the slightest bit in 2 hours. not sure if its a bug or if im missing something.
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Love maps, agree with an auto trap maker, late game jobs are meaningless, and its all about farming... consider adding another multiplier for jobs, or just increase existing one. at 20+ jobs seem meaningless (include block)
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Why is it that the hut & house that are currently giving 3 & 5 room for people are only giving me 1 or 2 for the hut and 2 or 3 for the house ?
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here two suggestions: 1) please make the game size either propertional to the PC's soloution or give an option ingame to change its size. 2) i can't save it if i dont export and import it myselfe. the game itselfe looks pretty interesting but not beeing able to save an idle game is quite hindering
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The manual wood/metal/food production is actually rather pathetic in the later game. Maybe have a percent increase for the production in the late game?
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I don't really understand what to do, I have 20 traps that do nothing. 100 food and wood. What happens now? I can't unlock or build anything aside from traps
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I am a big fan of idle games, but I often find I get bored quickly because I don't really have to do anything. With your game, I find that I can be as interactive as I want and with the way the maps work, I have to pay attention to at least that much. I also have to do the research. I enjoy these little activities that go along with the idle gathering and find that this is a nice balance between idle and active. I very much appreciate it and look forward to seeing your V 1.0. :) Thank you for sharing your game! :)
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and as someone pointed out, the food cost to employ Trimps doesn't scale. 60.2k/272k employed Trimp... I can't afford to add more Trimp to the workforce!
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Fun game! Balance issue: around world 12 you max out at about 1,300 trimps - the cost to get additional housing is so high (over 1B wood for any of the 3 options) that there is no viable way to get to, say, 2600 trimps. So if I double my current fighting force to 512 or 1024 troops, there aren't enough to re-populate. Unless I'm missing something, this is about as far as one can go?
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Game is interesting enough, Block starts off great then quickly becomes very useless.. Currently got 262k Trimps attacking, with Lv 18(+26) Coordination, that I can't upgrade because I don't have enough resorts.. I really hope some new upgrade comes soon enough to let me get more population...and it just seems to be do world for awhile til you start to lose, then off to maps to gain more metal/equip upgrades and go back to world, all just to one hit everything... Seems kinda... I dunno, boring.. Needs something to spice it up
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Would it be possible to change it so that you can hire multiple workers at a time but not make the numbers so high? Because im at 187k free workers and i can't hire 5k of them because the food cost scaling is insane and i am not clicking 187k times to hire everyone one of them.
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I'm noticing the upgrade balance. Right now at around level 21 I'm doing around 10-20x one of the enemies life in dmg. It's a bit excessive, and I find myself only needing to upgrade the life equipment so that each pack of Trimps lasts longer
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AndyK70 - Refresh the page. The log gets tremendously huge and slows everything down. Whenever I refresh it's good as new.
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I would really appreciate a symbol identifying if a map has an upgrade at the end. I'm at a point where I could comfortably skip rows of maps at a time, except that I have to check each one for an upgrade, and if it has an upgrade I still have to run it again to make sure there's not another. This slows play considerably, compared to if I could skip ahead to the maps with better loot without worrying about missing upgrades.
This is fully implemented in my development version, and will be patched in the big update! When you select a map, it will tell you how many upgrades are still available from maps of that level.
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Hi everyone! I just want to give another update on where Trimps is at. I'm literally spending every second I can working on this game. However, I'm unable to push most of the stuff I'm updating to this version without making the balance worse and possibly screwing up saves. I am reading as many comments as I can, and am so grateful for all of the support and feedback. Seriously, you guys are awesome. I have already added multiple building and equipment purchases, fixed the issues with Coordination scaling to ridiculous numbers, vastly improved many UI functions, fixed a lot of lag, and am currently working on a soft reset mechanic to expand gameplay. I also have been working on block, and will be better balancing resource costs. Bear with me! I'm shooting for July 15th for the big update. Thank you all for helping me test this early version!
As an extra note to this, while I am not pushing any content updates to this version until I feel like I have balance totally stable, I am still pushing bug fixes. If you find a bug, please submit a bug report or send me a private message and I will fix it ASAP.
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Only complaint: the multi-buy quantities for jobs are throwing me off by being so.... irregular and high numbered. Most of the times I only have like 100 Trimps to allocate and the choice is between 1, 860, 1290 and 2150.
Also, can't use the 860 button to allocate 100 Trimps, so I have to use the 1 button. Just make a MAX button or make them allocate up to the number.
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A breath of fresh air in the stale idle genre. You mentioned the balance in the description, have you thought about a prestige mode? A little bit of tweaking to make progress slow down at later levels could be just enough "balance" to implement a soft reset mode. You could make enemies more and more difficult on each subsequent play-through to keep things fresh. Make "trimp tokens" a currency that carries over to the next play-through, that you must purchase with resources before you reset. A flat boost to production for each "token" earned and a token shop to spend excess tokens on unique upgrades like "Trimp Love Festival: trimps always breed at the same speed regardless of current numbers" or "Apple Trees: For every 10 trimps working wood, add +1 to Food/s". This game is great as is, but it has incredible potential. Hopefully you see how awesome this game could be and keep up the good work :)
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To people who are having trouble with the whole "click 1000 times to buy 1000 traps thing", just get an auto clicker. I generally use rsclient - google it =)
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World 40+ , 10k scientists, not enough science to purchase next speedminer of farm .. cant purchase more (except one by one) since they need A LOT of food .. coordination at 17 (+23) can't upgrade since not enough living quarters and so on