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@airondarknorth - I am assuming you bumped up a level on a stage and then went over the limit. That happens to me on occasion, what you need to do is back off that stage (reduce the level back down to remove that obstacle) and let it run through a few times to bump up your crawl. Then you can increase the level of the stage.
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+1 on rebirth breaking int point gain. The score tally still shows it increasing but when the run is over you don't get the points. Sounds like someone left a 0 in the rebirth multiplier for int.
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Hm... i'm stuck... after rebirthing, i can't get any wisdow to buy crawl... and i need 3 crawl to progress in dungeon to unlock the 3rd stage, which is for wisdow... so, basically... i need to progress in dungeon to get crawl, but i need to get crawl to progress in dungeon... sorry about the english, i'm not native so i'm not that fluent in it
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Hi, whats with the Elite-stages? Even if I level them up, they don't get any longer and they don't give any points, only a little bit pluzs the multiplier... A Bug or intended? Other than that, quiet good game with good progression speed.
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Do stat points get reset when you rebirth? Currently going through and maxing all the stages but it's pointless if I will lose them after rebirth.
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Scrap the previous comment, I think it's the dungeon itself that is bugged, the Elite panels appear not to be increasing the complexity cost, and is essentially stuck at E1 costs regardless of the E-level of the panel.
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Minor onscreen text bug, the 'needed' amount shown on the skills appears to still be using the old obstacle complexity figures.
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Update.. Fireball chests will only spawn on stages shorter than their max. So they are rather useless as an investment for our overflow and to expensive to have any other value.
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Following up wit what I said --- The E# are the real issues. The amount of charges they're requiring just spike too quickly. I think charges need a rework, something that would make it more feasible to get into those high numbers or a different system all together.
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Certain skills have GIANT jumps in both training mode and dungeon. As for training mode Bounce jumps up to 105 out of no where, later on it's high jumps, then its skitter, and I am guessing each skill eventually will just shoot up out of no where all because of one extra level on a course. As for dungeon, I first noticed jumps in the 70s. I think there needs to be more of a fluid progression rather than a I'm-Going-To-Wait-An-Hour-To-Level-Up-1-Skill sort of thing.
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The replenishment talents are too weak by at least a factor of 10 to be of any use. They need a huge bump in terms of how quickly the chance of it happening goes up as you upgrade it. I never once managed to get an extra point off of it to help me in dungeons. Honestly, just get rid of these upgrades entirely and replace them with something more helpful. How about upgrades that boost how quickly rooms gain EXP? That's the part of the game that takes the longest, not progressing through dungeons or earning currency to buy upgrades.
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The convention for horizontal scrolling is that up = left and down = right. You've got it the other way around for scrolling the room building blocks in the various tier screens.
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Please show the type of the room (STR/DEX/INT) on the room itself somewhere, not just when hovering in the builder. Right now it's very tedious to double check room types in order to put them adjacent to each other. Maybe have the tier number (I, II, III) in different colors.
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Actually, the way I would solve this is that if you make changes to the levels of rooms, that only happens the next time the slime finishes the run. That way you don't have to interrupt it OR wait for the current run to be complete. For other changes like swapping out rooms, the current way is probably fine.
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It's really annoying how the dungeon starts over every time you make a change to anything. Could you maybe only do that if you change the room the slime is currently in?
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Replenish...so if it rolls ~5% on ten obstacles, that's a ~60% chance of it not adding even one point. Oh, and each stage V obstacle costs 15 points.
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I love the fact there is still innovating games even in the tired (boring) idle genre. This concept has a lot of potential and the dev will either be proud that people are going to emulate it or upset that people can't come up with their own ideas. Either way us gamers get something new.
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Very nice concept. I don't like idle game but this one has such a original concept that I gave him 5 stars.
The animation and the blob are nice. However I feel like it can be a bit slow on last level. It seems that my computer was I pain because of the game xD
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Needs a bit of balancing on skills and levels progression wise, but nice little game. Plenty of ways to expand on the top end and essentially get it to be open ended once things are balanced out a bit. Nice approach to it also, have not seen anything quite like it yet, good job on originality.
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It would be nice if I had insufficient charges, the text of the specfic skill changed colors. Like from white to red. That will make it easier on me.
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Local and online save apparently dont work? Using firefox. Had it open for 5 days, almost capped, now it is having me start over.
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Maxed out course t5 needs 120 bounce, 90 jumps, 90 crawl, 135 high jump, 90 skitter, 75 slither. Kinda a pain getting the 120 bounce and 135 high jump. But when ever this updates again you would be ahead of the curb if you manage to do it.
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FlickMontana - do you mean like it telling you on the skill how many of that skill you need to complete the current setup?
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Thariel - right now, nothing. They may be used for something in a future update, but for now, they're just the game's way of keeping track of how many achievements you've earned, which is used for the High score.
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There should be a quicker way to see that you don't have enough skill charges to finish a run, like an icon or a different color.
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Neat game, but the talents need serious work. It doesn't matter how many points you pour into them, the bonuses are just tiny. The movement speed and chest bonuses in particular do basically nothing.
That all the bonuses feed off each other is nice, but if you're multiplying really tiny numbers together then the effect is almost nothing. A tiny effect that occurs rarely may as well not exist at all.
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3. This game is awesome in it's originality and idle vs. activity needed balance is good. Needs simpler or more valuable talents. Never really felt like I was gaining anything with them.
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2. the end was sad. it was just a nothing not an end. But I think that's because it's just still being added? But it is sad for now.