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(Part 6)
While the quality of life benefit of leveling faster is cool, attack speed (from fencing and/or blitz) would be more beneficial to the player if it added a guaranteed 'you win the attack roll' attack every X exchanges based on the percentage bonus. So for instance a 15% attack speed bonus (approximately 1 in 7) would add an additional exchange after every 7 regular exchanges of blows where you get a guaranteed attack in, helping you retake the initiative with your 'finesse'. Combining it with blitz you could get an extra such exchange every 3 or 4 regular ones, for instance, which would actually help you win hard fights rather than just speeding up clear-time on trash mobs (which becomes trivial by the time you're fighting the rivals).
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(Part 5)
This is a minor point, but the way the 'forge' works for the school, it makes weapons with lower base damage more powerful relative to higher damage weapons by increasing 'additively' instead of 'multiplicatively.' A 100% damage short-sword becomes a 300% damage sword at level 4 forge, a 3-fold (200% multiplicatively) damage increase. A 300% damage claymore only becomes a 500% damage sword at level 4 forge, a two-thirds increase (66.7% multiplicatively) :/. This, along with the aforementioned pain of meaningful gold gain and the reliance on critical hits makes non-crit damage builds, especially two-handed builds, essentially non-competitive (or at least impractical) in the late game (lvl 175+), when even your two-handed guys probably want to switch to rapiers whose damage is now actually catching up relative to claymores and who always had much better stats, especially for critical hit builds (all late-game builds).
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(Part 4)
The endless money gaining technique is fine, in that I don't think it harms the game (I honestly think its mandatory for two-handed/barrage characters who are the most gear-dependent in the late-game), but I think its excessively hard on the player's mouse hand in an arthritic developing kind of way lol. Maybe you could add an award/option to give the player a very small 'interest' on their current gold stack, such as say .5% interest per second, and then have it disable whenever the player has sold an item in the last 10 seconds. This way you could choose between the fast gold progression of actively spamming 'max upgrade, switch to store, sell item, go back' over and over, and have a slower but idle method of gold generation that actually scales to the level you need (enemy fight gold stops being relevant after level 25 or so gearwise).
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(Part 3)
Power attack is currently an active detriment on most characters because of the prevalence of enemies in 'guard' stance which makes it nearly impossible to hit them if your power attack is too high, at least without being a 'fencing' power attacker to generate enough accuracy to overcome the defense even after two rolls but thats a pretty niche build. Whereas combo still feels viable (just not especially helpful vs barragers) and counterattack still feels viable (if weak vs blitzers), power attack is such an active detriment that characters usually progress faster without it because they aren't getting stuck fighting 45 second+ battles against 'blue' foes every other match (and usually losing those fights to add insult to injury). I would recommend making 'guard' downgrade a power attack to a regular attack if the second 'defense' roll succeeds, rather than outright ignoring it, making power attack weak vs guard stance but not an active hindrance to progression.
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(Part 2)
The different combat styles are all pretty well balanced against each other for early-mid game content, though this starts to slip in the very late game, where ballooning enemy health and much higher skill caps means pretty much every character needs to max out critical hit if they want to compete. Even my damage focused two-hander builds deal 3-5x as much with their crits as with their normal hits, and thats even with pushing their gear to level 70 or so with the gear-resale endless money method. Especially if you want to add more late-game content (as some of your comments have suggested), you'll want to flatten out late game enemy health and damage gains a bit to make non-crit builds more viable. Also, critical hits seem to ignore enemy damage reduction (and your damage reduction) from stances like 'defend' or 'guard'. Is this intentional? If so, its also contributing to critical hits ruling the endgame as hard as they do.
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(Part 1)
Hey man awesome game, much more depth and well though out mechanics than its humble initial appearance lets on. The emergent rock paper scissors balance between the three advanced stances is surprisingly fun to try to overcome with your style of choice, and the school/new recruit prestige mechanic was nicely thought out lore-wise to feel like you're still 'in world' instead of just feeling like a gamey progression mechanic tacked on.
As far as what I've observed balance wise playing through the current content (currently 'beat' the game in that I have 18 stars and mastered everything necessary to train up whatever kind of character to level 200 or so in a run.):
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I love this game! The dept of the skills, and the planning involved is immense.
One question tho. Is it possible to transfer the save to another computer?
I started the save on my work-computer, and want to continue on my home-computer.
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please actually ANSWER MY QUESTION. if i upgrade the "leadership" master skill, does it ONLY give me say +2 master points or does that character GAIN +2 master points per level? if the former, then please change it to something thats not useless, like the 2nd option.
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Please add import/export i have now lost my save 3 times and bored of restarting. Kong has kept the highscore of my previous game, its just your game which has forgotten it.
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Really outstanding game. Is this really your first one, or just your first on Kong? It's exceptionally well-designed and requires a lot more strategy than your average idle game. Almost every time I thought I saw an opportunity to improve the game design, it turned out I just needed to be patient, because an award was waiting to be unlocked that fixed the problem. The only improvements I'd like to see down the line:
More gear types (especially swords). Hotkeys or buttons in the main fight window to switch between gear setups (e.g. from two-handed to sword & shield, etc.). Better graphics.
I released a couple games here under a different name a few years (SSG - Simple Strategy Game and Addlock by CBDev -- I'm terrible with names.) SSG is also on Android and it used to be on IOS along with a note-taking app I made but neither made enough to cover the $100 yearly developer fee.
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How can we avoid losing our save games? This has happened to me in several games. Without deleting cookies. you should add an import, export in every online game, specially Idle .
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I reaching the point I really just need offline gains for roughly 5-10 mins just to get a boost so things go faster. It reach the point I think a semi-offline mode (maybe while on, you can't use menus?) would be a good idea when it gets to that point.
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What is the advantage to two swords, other than double crit bonus from rapier? Mainly, how two claymores takes 30 strength, but is the damage output really any higher than two handing one?
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I'd appreciate a mode where you can get offline progress while the game is open. At later levels it's much more efficient to earn exp in offline mode, but closing the game, or refreshing the page and then stop it from loading completely is pretty annoying.
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what exactly does the "leadership" master skill do? it says you earn additional master points, is that supposed to be gaining the specified number extra every time you should gain mastery points? because its certainly not acting that way. every time i pump points into it, its a wasted skill. i end up with the same number of mastery points at the same levels.
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I really appreciate the gradual scaling of complexity. It makes it a lot easier to adapt and integrate each new feature into my play style.
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What a great game! Really a lot of hidden depth! Do mastery skills stack, or doe sit use the highest one? For example, if I have Advocate level 1 on three masters, is that the same as 3 levels in 1 master? Or does that just count as Advocate 1?
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Not quite sure I understand Attack Stance's lvl 10 bonus. Is it trying to say you get +4 stat 1% of the time that its corresponding skills procs? as in you get a permanent (for the rebirth) buff to that stat? if so wording it as "You gain +4 atk/def/hit for 1% of each Power Strike/Counter/Combo use." or is it saying i get 1% of combo's hit bonus which is... 2.5 hit at level 20
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Yep, also experience that out of stamina (always been the knights too) when tabbed out and I feel like when that happens, no progress is made, otherwise if doesn't happen, it works fine.
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Awards has a second page, I accidentaly clicked niext (it said 1/1) and it went to second page(2/2), now the numbers are normal.
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:( Been running the game for three days now. Had a power outage 12 hours ago, came back and reloaded browser (Microsoft Edge) when I got home and now the game has completely started over. Auto save has been working, up until I reloaded my browser tab, and I don't clear cookies. What happened?! NOT HAPPY.
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There seems to be some odd glitch where when I go out of a window and come back, my guy will all of a sudden lose all of his stamina. Even when it's the beginning of the fight he's at 0 stamina. I did manage to witness him lose his stamina when the game froze a bit from something.
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Without knowing what each award gives, I don't feel like bending over backwards getting them. I think if you let us know what each award does I can feel good working towards unlocking them.
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Being able to sell items for 120% of their value lets you get exponential amounts of gold very easily, especially with a macro. I managed to break my save file with a level 1014 Rapier, which made parts of the equip and sell screen hang for minutes at a time, and now the game just opens to a blue screen. Seems there's a few edge cases you need to make exceptions for in your code so that gold overflow doesn't kill it.
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Also, as it stands, incredibly RNG-y. I can slaughter a guy without getting hit, then fight the EXACT SAME dude and get pwned hard.
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Tovrick, you should change the game's thumbnail image. this is great game but most gamers will not be interested in FARMER's sword fighting. at least turn them into armored fighter.
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Interesting game. However, the lack of a cloud save or save export essentially renders it unplayable for me in the long run.
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first i will say that i do like your game but the auto save and manual save only work some of the time for me. i close the game and come back the next day and the tutorial starts again
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Dang it, just realize after posting that you need to swap the image for forge and library, they have the wrong image. (library a anvil, while forge is books)
Oh man I did get that backwards. I'm surprised no one has said anything before. And the buildings maxes increase as you level up the main building (and the main building can reach higher levels via awards.)
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The library maxes out kinda early, is there no way to go past lv2 library? Seems weird to unlock it only to invest into it once and suddenly its maxed.
Strength and Crit don't really mix well at your level. You need to focus on one or the other (high damage or crit). And you need to spend some time unlocking the awards.