Thanks for reporting. Does this happen too when the game speed is at "x1" or just during a speed-up? Because I have to find a performance optimized workaround for the speed-up issue.
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"The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings." :(
I am sorry to hear that. I am still trying to figure out how to solve this issue. http://www.doesmybrowsersupportwebgl.com/ Could you visit this page and send me a screenshot or a list with all values displayed? Thank you in advance.
Strange. I still can't find a connection between all the people who are having this issue. http://www.doesmybrowsersupportwebgl.com/ Could you visit this page and send me a screenshot or a list with all values displayed? Thank you in advance.
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I would like it if you could add another option when it comes to buy stuff "in game". you now have "x1", "x5" and x25, I would like it if there could also be a "max" and maybe also a box were you could type the number of uppgrades you want to buy. I like the idé of the game much! Thanks and good luck! :)
Thank you very much. I already have a "buy cheapest", "buy all" and a "buy max" button on my todo-list. I hope this will be sufficient once it is implemented. :)
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I can't play it, I always get the error message "The error was:
NotFoundError: The operation failed because the requested database object could not be found. For example, an object store did not exist but was being opened." I am using Firefox.
Strange. I don't know how this could be related to the Unity+WebGL build. http://www.doesmybrowsersupportwebgl.com/ Could visit this page just in case and send me a screenshot or a list with all the values? Thank you in advance.
Thanks for reporting. I will have to find a workaround for the frame-skipping issue. A performance related update is also planned. Are you 100% sure that the tower is not shooting or is it just a visual glitch? If you can see damage numbers then the tower is still attacking. (Hover with your mouse above the tower to make it transparent. Sometimes the missiles will spawn inside the tower if the enemies come to close.)
At the moment you can see the current health of an enemy by clicking on it. It would really costly to display an hpbar over every single enemy especially when there are a lot of enemies on screen at the same time. But I can offer you a small hp bar on top of an enemy whenever you hover your mouse over it. :)
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Because so many of the upgrades are chance based, there doesnt really feel like a whole lot of reason to continue increasing them past a number you can trigger relatively easily, especially considering the rate at which shots get fired. Unless you attempt to use defensive upgrades, by which point anything other than 100% feels useless, and the rate at which defensive upgrades DEFINITELY doesnt support that. Also, the fact that gem prices never increase makes it really easy to just use those to buy upgrades once your research is done. It's a decent game, but it could use a tweak or two.
I just attached all save values as named attributes together and encrypted them with a salt. If the files are going to be longer in a later version then I am going to compress them before the encryption process. :)
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Everything that can be maxed out, is. Basic idea great but after getting rewards from last nite's stretch to lvl517, I made it to 900 easily because I had so many resources from previous night. Maybe it's too easy.
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can you check the score board and try to get out any possible wave glitches I have a have time believing someone got 2 billion waves
I am sorry but I have no control over the values inside the score board after they have been submitted. I have to wait until the support removes all possibly frauded entries.
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Using the debug version 0.0.6.4 on the website, it always reports me as having 0 all-time damage. At least it saves on fs-studios (it doesn't on the kong site, though it does report my stats for highscores). And the "Low" quality looks better on my screen than "medium" or "high" (albeit with no particles, which makes the gameover screen completely incomprehensible)
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Well, after getting to area 500+ you get millions of white blocks at start, leting you max everything in wave 1. I think that means i have beaten the game (?. time to wait for an update ^^.
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The endgame is all about darkness/nature in order to kill, and block/absorb/hp/damage% to stay alive (interest and resource% to be able to afford everything else). That will let you advance to arbitrarily high waves until you run out of memory and the game crashes. Don't get electricity, there is a bug that will kill you.
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let offense%, defense% and utility% go to >100%, with such odds being chances for multiple skillups. Still need a x100 buy option. The critical multiplier seems to be wrong? x2 is really x3?
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i have 100000000000 Gold/Max without hack,i finish the game in 4-5 hours and now i see is endles . in wave 661 +,add some changes because 4-5 hours for a idle game is to dam low :)).Interes was the key
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Highest wave is now 933, my starting cash is so high that it's now a negative so instead of starting with 643999887 I start with 365.
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when the game slows down the tower stops shooting as fast as usual and is the cause of death 99% of the time when you lag from starting waves early so this is what i have as a suggestion :D
1. if you could change the pellet/bullet that the tower fires into a laser with different colors for the different element(and a mini tower nova for electricity effect) that could end up being more satisfying to watch
2. if you could replace gem's being used for regular upgrades with being used for upgrades to do with regular damage or max health being improved based on a percentage of kills this round, current wave, money then that would be pretty cool.
3. if when you ran out of things to research then the upgrades for research either changed or provided a different bonus OR provided a bonus for upgrades you improved with gems in that round(if you ignored the using gems for important upgrades part in 2)
that's all cannot wait to see what epic stuff you add yourself
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I got so many cubes in my most recent game (got to 918 when memory crashed) that my starting bonus is now a negative number.... giving me 24 cubes at the start (probably the default).
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1) workshop upgrades multishot targets(7 lvl = free 100 waves), rapid fire and bounse amount are soo cheap.
2) darkness and nature are soo OP upgrades + shouldnt work on boss or weaken the effect of this upg on boss.
3) If you can achieve ~250 wave, then your start bonus will be too large, and you can upgrade all what you want to the max lvl.
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dudes, if you ever get the chance MAX OUT DARKNESS. it's almost too strong. wave 120 boss literally died in 5 hits. LITERALLY AAAAHAHHAHAHAAAA.
This feels good after grinding hard for gems :P
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After a certain point, once you max darkness and maybe rapid fire/multishot, its just a matter of how much the game can take before it crashes.
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These are ALL actually extremely useful, some notable ones are air offense and the nova defense, both of which are augmented greatly if you buy every other upgrade. By buying all the upgrades, suddenly your shots do something else. Every single shot there's a chance it will do something. 8% chance to set something on fire, and it fails? Well, still an 8% chance to slow them. Oh, that failed? Well still an 8% chance to knock them back (Which is SO helpful) you get the point. The defensive upgrades are actually really useful, I buy every one I can, but you'r not going to want to focus them. Focus attack speed, the more you get the more chances you have to stop or kill the enemy before it reaches you. (2/2)
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[Insert unpopular opinion puffin]
To be honest I actually like the balance of the game. It forces you at later levels to switch tactics, or else you'll be overwhelmed since the enemy health is exponential and the attack upgrades are a flat slope. Attack speed is always godly, but eventually you HAVE to start investing into the other skills in order to prevent an untimely demise, purely because the gain from each skill is worth way more per resource spent than saving up to get more damage only to flobble as you can't out-buy the enemy health. To be honest, with a good graphing program I could show you why the best thing to do is get a moderate amount of attack speed, and then stack resource/wave and investment (if you have it), only buying more damage so you can one shot them. When your damage can't one shot them anymore, shove most of your per round cash into attack speed and the rest into EVERY OTHER ITEM YOU HAVEN'T BUILT. (1/2)
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help what do i do? how do i prevent this from happening in the future/can you fix it? its out of memory
https://hostr.co/file/Lr8nRjQSS47n/oom.PNG
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I played a few times at the begining, and couldn't really go past round 50... till I got 50 gems, spended it all in "Resources/Wave" and voila, round 191.
Once you have a good Nova chance and Nova Radius along with a high lifesteal, the game is as good as gone. At some point, critical is 75%+ chance soo critical multiplier becomes more important than dmg. and there that's it.
I was killed because I was AFK and didn't notice a boss which packed more dmg than I had life... so 1 punch KO... but basically having the things I already said.... you get your life back in the second the enemy hits you.
att speed: 10, Rapid Fire Chance 25% and Rapid Fire Missiles: 7... Crit. Chance 76%. Crit Factor: x7.35, Life steal 25%, Nature Chance 75%.
Only thing I did was focus on making high dmg very fast and stealing hitpoints from enemies. pretty simple pretty instinctive. and I haven't even made my 10th run yet.
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The blueprint thing is nice, and all, but it still doesn't account for the hundreds or thousands of cubes you need to spend at the start of play each round. It would be nice if we could set an initial build, and just add to that with the starting bonus earned in the previous round.
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As for a way to make defense viable, that's just going to be a bunch of number crunching. The easy answer is to lower the defense ramp, but that could easily throw things even more out of whack. Maybe a good first step would be to lower the ramp of the amount of damage the enemies deal, because once something gets through to the tower, you might have two to three more rounds and that's it.
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Yes, it becomes more worthwhile at the higher levels, but think about how long that takes to get to for even one upgrade. Taking attack power, for instance, up to level 20 will cost 210 white blocks. To do the same with blue blocks, you'll have to earn around 200 brown blocks (which also goes to show it's foolish to put the blue blocks in anything other than the blocks per wave bonus, at least at first). I'd probably have them earned by damage dealt and have that amount ramp...
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I've got to echo the comments of Vanderwaal and add to them. The balance is way out of whack. As is, it would take months of active play to get to any significant level purchasing the permanent upgrades, and frankly that's not going to happen because this is too active to be an idle game and too idle to be a more active tower defense. Incremental type games work because each trip through you have some impacting upgrade you can do almost every play through. The way this is balanced, that's almost true up to around the level 40-50 area, but then you just hit a brick wall. In addition to the behavior changes, I'd also rework the way/rate you earn brown blocks (what you trade for the blue blocks used to purchase upgrades). To put this in perspective, it's currently set to where you have to beat 10 bosses (I assume that's what triggers getting the brown blocks) which takes a few minutes to eliminate having to click for a 1 block purchase.
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Now i'm on wave 900+ and the only thing i have to
do is skilling damage and crit %
i hope there will be many changes , more challenge and harder playstyle