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@veggenhuizen That's the amount of Strength you have to have to wield the weapon in that respective hand, i.e. a longsword requires 3 strength to use in your right hand (the main hand) and 6 strength to use in your left hand (for dual wielding).
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I enjoy this game, the only thing I feel that could use some tweaking is the equipment, buying, upgrading and selling equipment is by far the best way to earn gold, but it is very tedious, and can't be done while idle.
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This game is awesome, hope you keep adding more to it! This is the most fun I've had in an idle game. The animations are clutch, I love just watching the fights and hoping for the hits and dodges!
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To unlock Power (power attack) skill: train Strenght lvl5 and Agression lvl3. To unlock Speed(combo attack) skill:train Accuracy lvl5 and Agression lvl3. To unlock Focus(counter attack)skill: train Vigilance lvl3 and Concentration lvl5.
P.S. To the dev, this game is amazing, i've created really OP build that i reallt enjoy. Cant remember when was last time when i had so much fun with idle game :D Hope u will keep expanding it and making it more complex! Ty you dude, you rock!
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@tovrick in an old comment you answered
"The current max is level (of the library) 3. It becomes available when you get the main building to level 5 (which unlocks via award)"
I unlocked all awards (first page & 18 starts) and the max level of the school is still level 4.
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No matter what I do, I can't get 2 or 3 stars from rivals. I'm killing them when I have a disadvantage, but nothing happens when I win :(
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quite annoying if i click on another tab in my browser, the game simply just crashes, and i have to reload the page. any idea about the solution?
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I think that with the every match we fight, No matter we win or lose.
We should gain experience at the style we're using.
+1 If you like the idea.
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In response to developer comment at top you may want to revise the wording on requirement for head master because it currently says than the other and that sounds like the replacement has to beat the highest not the lowest
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I accidentally skipped over the "mastery unlocked" tooltips due to the "concentration" mechanic, can there be some way to rewatch them or something, now I don't know what the mastery is about
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Prodigy easy way: Wait till you can restart disciple at master rank, when ready, pause the game first, then restart disciple at that rank, this way, you have time to prepare without worry of losing. Set your mastery/fighting skills, buy what you need with starting gold. When ready, unpause while saving when you still haven't lost a duel, reload if you do. Should get it easy this way if you ready for it. Not sure if starting a disciple as grand-master auto gives it to you or not though.
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Great game. It's so funny how in single sword the guy has the opposite footwork. He's fighting left handed with his weapon in his right hand. Like a boxer
I got lazy and didn't want to reanimate all the moves for fencing (the same moves are used for sword&shield and Dual Swords.) I plan to add them eventually though.
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I think i have a very good build but feel weak. My build is a dual rapier highly-offensive crit-based build which ignores damage, defense, HP and stamina focussing instead on crit, attack and hit. Lvl 70 Master (in more ways than one). 100M will take forever with this build. Master has:
Lvl 10 Dual swords, Aggression and Concentration. Lvl 5 Attack and Critical. Lvl 2 Accuracy. Mastery is Lvl 3 Prowess and Lvl 2 Innovation (Last master had Lvl 4 Prowess ala the Lvl 5 attack and crit). Any Advice to help reach school?
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Are different Master Skills that affect the same thing additive or multiplicative? Ex: If I'm getting +100% exp in general and +300% exp while below the Master's level, am I getting +400% exp (100%+100%+100%) or +700% exp (+300% of (100%+100%)?
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I'm not that much deep into the game yet but it's super sweet simple and addicting, and also very clever and refreshing regarding the idle game formula. Good job!
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(Part 7 (final I swear))
Also, does dual-wielding do anything mechanically other than give you off-hand stat bonuses and enable the dual wielding talent? Is there a mechanical bonus equivalent to fencing's attack speed or two-handed's damage bonus? I'm not saying its under-powered (given how well it scales currently with end-game dual rapier crit focus), its just unclear exactly what its adding early/midgame over the other styles.
Anyway, overall its an excellent polished game, appreciate if you've taken the time to read all this but figured I'd give some in-depth feedback while it was fresh. Hope to see you develop more stuff.
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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.