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How does the leveling up from the training rooms work? I have some stuck on lvl 9 on the first dungeon and only 1 on lvl 10
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Lucky day chests no longer spawn (not even one), while spawn chance is 23.1%. I suspect one of the latest updates broke the chest spawn algorithm.
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I like this, but not sure why it's so popular. It feels both unfinished, and not complex enough. Still it was cute till I hit the cap and there was no prestige or end game message. Thanks for the game.
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dung needs an auto run and the training pictures at the bottom dont need to expand like the actual course, this would eliminate the scrollbar
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@dewolfe it means the type of room, STR DEX or INT.
What isn't taught but takes some time to realize: Different room tiers involve a different amount of charges for each skill, that's why the math sometimes seems off, in the beggining of the game it's worth to save money and level the according number of charges needed for dungeon and climb a few steps before buying talents.
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need explaination on the talent perception, what does it mean when 2 room are the same type, is it the STR, or the caves, ice caves, etc?
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is there a tutorial? not sure how things work. can my slime fail a level? if so i haven't seen it happen. do i have hit points? a limit to how many times i can jump? i can't find this info anywhere
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Getting Max Training to run through is bad. Why is High Jumo 135 needed but Slither only 75? And Bounce 120 but Jump and Crwal only 90? If one is one obstacle higher than thhe rest ok, but four feels way to unbalanced.
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@Mestif I have seen chests before. However, despite the fact there is over a 20% chance for any given tile to spawn a chest, none are spawning any more. All remain as empty tiles. They do not drop random experience bonuses. Instead, when I cross an empty tile, I am gaining 0.1 multiplier, as though I had gone through an obstacle and triggered one of the first 3 talents.
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The perks that add a chance to replenish charges seem rather... lackluster for the amount of investment you need to put into them in order to increase the chances it would happen.
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When you implement the prestige feature, make sure its not set to 1 thing for everyone regardless of how far they've gotten (ex. If you made it to level 73 on Dungeon mode you will get 5 prestige points) instead make it like You will earn X prestige points based on your total money earned this game. I say this since it'd be really unfair for those of us who've been grinding this game out for so much longer than someone who just started to be at the exact same point when prestige is implemented.
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@MuteVampire : Chests are some wild fires which give you bonus points. From the start each empty space give you +0.1x multiplayer
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well that sucks i looked at my notifications (i played this yesterday before the update) saw them say they fixed a saving problem thought (ahaha how dumb would it be if my data from the day before the update was lost?) well its a good thing i only played for about 7 hours cause my data WAS LOST DX
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Each stat point (achievement) gives you 1% bonus speed. I took some time to read that and later in the game it's worth to revisit old tier rooms to max them for some extra speed too
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Game crashed at dungeon level ~65. Reloaded the page - lost all progress.
But ntil loosing everything it was a nice game.
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At 21% chest spawn, I'm not seeing chests spawn. I think some other perk is interfering with their spawning. Perhaps related, but with 100% chance in all 3 of the first tier perks, I gain multiplier when traversing empty tiles.
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Did you lose your save? Fear not, here is a save for you that brings you up to speed: https://pastebin.com/rDSK0kBQ Just go to options, paste the contents, and click import.
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Same as others, it crashed at Stage 46 for me, and all progress is gone.
Sorry, with any sort of idle content, it HAS to remember its previous progress. 1/5 from me.
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I don't think bounce and crawl make sense for what they represent, a suggestion would be names like ''climb'' and ''squeeze'. In the beggining i was kinda confused because of the names.
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My rogress go reset after reloading the game. Did an online save before I reloaded but didn't work for some reason. Giving this game a ass for now You got some nice stuff in here, but you need to fix the saving ASAP.
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The bloop/slime could be animated more like a fluid than a bouncing ball. I'm sure it would look cooler.
- Using strength for a high jump but dexterity for a jump doesn't make much sense.
- When out of bounces does the slime use a spare high jump..
- How about turning it around giving our slime say 100 stamina and let the obstacle level minus the relevant skill level reduce stamina?
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While changing stages (taking off maxed ones) game stopped and communicate shows up "page is slowing down browser" i choosed to stop page and after reloading game started from lvl 1. Local and online load not working.
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Did anyone report that dungeon level 73 doesn't work? No? Okay, let me... Everyone, you reached the end of the game. Check Stats tab - you got all the achievements for dungeon level. You can still complete the rest of the achievements for true end of the content.
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I'm guessing 73 might be the ceiling if you look on stats seems like the last achievement is 70 dungeon and that's where it goes. I guess you see the layout and not have a go there might be because more content will be there for this idle soon.
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fun game. needs some form of ascension / evolution options after dungeon floor 75. or even before that. getting 100 in all skills is a bit of a grind though
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Being able to see when things trigger would help noticing how good upgrades are, currently most talents seems pretty bad as the return rates are ridiculously low
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its a fun little game (how ever i reccomend speed upgrades, such as spend srength points to increase speed during strength obstacles, same with everything else, it would be a nice touch since normally when you train you increase how efficiently you do something, not just how many times you can do it