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2 features I would really like: 1) Option to always see your attack range. 2) In factory, see how many of each (per day) special resource production.
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When i use x4 i get to 400 on hard, when i use x2 i get to 1200, just thought it was somewhat strange that the gamespeed affects the gameplay
Yes, key-events like bouncing-off are not interpolated at the moment so they can only happen once per game tick. I'll try to find a workaround for this as soon as all possible ingame events are implemented.
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Perhaps an auto-upgrade function? You tick it on an upgrade and it gets upgraded asap whenever you have enough resource
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The current/maximum upgrade count is nice to have for the upgrades that max out. It should be added to the workshop as well though, not just the main round.
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hp + Nova is much better than normal damage. At least on high waves. This is actually all you need in the end.You can basically Just ignore everything except for hp Nova, rel resistance and interests (+special resources), white 1000%. Offense is not needed at all.
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I'm buying some of the research upgrades. I don't know if that has anything to do with in, buy for some reason, the game is now requiring me to use gems instead of normal resources to buy upgrades in-game.
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with the last update, it looks like the Special Resource Income doesn't work anymore. I buy two or three levels, but my total doesn't increment at the end of the round.
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I gotta say: Really nice idea! But, I'd love to see the tower change, if it's getting upgraded - of course I know, that would go agains the simplitic graphics style - but still^^
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It doesn't seem like fire/elements proc anymore. I see what I think are gravity wells or darkness, but I'm not even really sure what it is.
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My two cents about the defensive upgrade problem: currently, if you are getting hit at all (by non-bosses), that means that you are not killing monsters as quickly as they are spawning, and are going to die. A solution to this would be actually clumping the spawns (so that they arrive in waves instead of a steady trickle) and increasing health on the enemies. That way, you'd almost always get hit, but the delay between waves would give you time to recoup & reset. It would also make the range upgrade meaningful for normal waves instead of just bosses.
You would have to significantly improve the power/cost ratio of the defensive upgrades if you did this.
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my issue with defense upgrades is that there is no upgrade to deal with universal like all the other elements, so if a universal boss shows up, you're basically screwed one way or the other. Aside from that, offense DOES still seem like the thing to spam.
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The whole game is spent loading upgrades, so you get no benefit of the graphics. It would be better to only be able to upgrade between each round (with a pause). Also, adding some user input (attack, move, etc) during each round would add more interest and less dull idle.
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I think a big part of the issue with the defensive upgrades. especially HP and absolute damage reduction is that they are not scaled to the hard difficulty. Scaling them to the hard difficulty will make the normal and easy mode much much easier, but people playing for progression will never use those modes as they give significantly less special resources per time spent playing actively.
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@DrQuadE They're already in the game (although it uses a lowercase K for thousands) -- just click on the Options menu (gear icon) and change Number Format to Engineering.
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about my last comment, it seems that the notation rounds your cubes up, changing it revealed that i had 1168 cubes and not 12xx as i thought. ^^
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Im having a problem lately with the cost of some upgrades, it seems that there is a problem with the shown number of either the price or the amount of blocks i have, im not very good at english so probably the screenshot will help more than my words http://imgur.com/iWqqA5a - i supposedly have enough to aford the upgrade but i can't buy it.
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As numbers get big we might need the usual K, M, B, T abbreviations. My alltime damage statistic seems not to be properly displaced ( has lots of 0s at the end that wont change even when i just do a lvl 1 game and then quit)
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I accumulated about 120k Workshop cubes and tried full defensive with 100% Block chance, 99% Block, 50% Absorb chance, 150% Absorb percentage and 200% Life steal: http://imgur.com/PjNiHEX
Kinda works, it just takes really long since it's lacking the damage.
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I retract my earlier statement about difficulties, turn out i get more Orange cubes per hour doing Hard than easy and normal X_x but Factory upgrades i still view as a newb trap, too costly for small gains.
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Offensive chance is upgrading stuff I haven't unlocked it. Haven't unlocked teh "Spirits" upgrade and it's upgrading it regardless.
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Factory(It's a trap!): Not worth upgrading due to costing too much, better to invest all Orange cubes in +skills (+gold per wave and %gold= best ones imo), will take quite some time before it becomes worth upgrading the factory due to the huge increase in cost, i currently have my orange cube timer at 9/16 upgrades and the next step would cost me 3025 Orange cubes, a run on easy nets me about 4500, but it certainly isn't worth upgrading it...you only get 1 orange cube every time the timer finishes.
Difficulties(Another trap!): Easy is the only difficulty worth doing, since at the stage in the game i am at, i get about 4500-5000 orange cubes in Easy each run, while i only get to about 2k in Normal, and hard isn't even worth my time yet, i currently start with 4559 gold and the fastest way to progress is by doing runs on Easy to collect orange cubes and use those to increase skills so i start off better and better.
Suggestion: Add different cube drops in each difficulty.
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Building on comments from bgvanbur and others on the defense tree. It's really hard to know how much damage a creature deals given that I have 99% Reduction from elements, 99% universal, and 99% reduction from block. Even with all that, at a certain point my hit points just become inconsequential relative to the creature's damage (even after spending a solid percentage of my money on defense).
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great game! just increased my rating! i would love to see some detailed explanations or formulas about how the different effects interact. eg does the % critical chance apply 'at the beginning' of the shot (affecting all multishots and bounces) or does it apply to enemies individually? Thanks!
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Maybe I'm missing something, but why does Absorb Heal (Abs) grow linearly rather than exponentially. After spending $1M on it, it heals for 200 health when at that point in the game I have 100M health?
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For late game it would be very nice to have something like a second life you can buy. So if you die you can instead spend your white cubes and continue. This would be really useful because when playing on easy for example for the first half hour+ I dont have to upgrade anything so I´m doing something else and might forget to check in time. Would make it more convenient.
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Overall, great and addicting game. A few notes for what they are worth.
- Create a way for you to track or get stats on what upgrades people are buying. That will help you know which ones to rebalance down or tweak others up.
- Move the action window while in a round to the right side and pin it there if any menu is selected. Then make it scrollable. We miss all the action and suspense because we're not watching the attack/defence but instead have a window over it the entire time.
- Final little tweak, show us how many blue blocks we've already placed in an upgrade in the workshop. Maybe up/down arrows with a number in the middle. Nothing more frustrating than having to start a whole build over because I clicked one too many times.
Thanks for making. I'll be playing it for a while.
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The offensive and utility chance skills are great since only 2 offensive skills and 1 utility skill does not have a maximum, but there are so many defensive skills without a maximum that the defensive chance skill isn't as effective (disregarding how ineffective defense is already).
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Option to convert resources at maybe a 50% ratio ie.. Orange to blue 100:1 ....Blue to Orange 1:50...Although to convert to any other resource would be best I'm thinking what happens when Purple is released and we have all this excess red once purple is maxed.
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Nice update, however, when you increase the game speed by 2x or 4x, the research doesn't increase with it, it still keeps normal time. This was not like that before this update and it also deters one from using the speed up ability when researching.
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This game has a lot of potential. That is why I'm taking the time to listing its faults.
1. Impetus is badly designed, it should increase damage the closer they are. I either kill them super quickly far away, or die when they get close.
2. Defense upgrades do nothing, you can skip them entirely.
3. Darkness and Nature seem to be doing most of the damage at higher waves, rest of the upgrades become useless. Except for ones increasing attack speed in any way.
4. Universal enemies are always the one killing me, maybe because they are immune to Darkness and Nature? So it's either super easy or super hard.
5. Noticing a pattern here? Everything is way too extreme, you are alive and then BAM, you're dead. Every enemy is too easy and then BAM, unkillable. There doesn't seem to be anything in between.
6. Numbers at the factory are way off, should be 20 red, 16 red, 12 blue, 10 green.
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This has to be the most unique tower defense game here on kongregate! You only have one tower, and the enemies don't take a set path!
XmmmX99, you are, without a doubt, a genius! 5/5