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My tower won't die. I have 5e14 health and atk of the cubes is 7e44 now, keeps increasing. I see them sometimes touch my tower but I never die. Is it that 95% unbreakable chance + 50% absorb chance + Nova makes gives them extremely low chances to actually land a hit that kills me. (reducing the tower to 1HP does nothing with maxed lifesteal and other heal stuff)
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Please add a "XX resources per day" info on the factory. That would be a nice way of telling how much time I would need to achieve a specific ammount of gems.
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Bug: After you tier up, you're supposed to lose all your blue cubes and upgrades, but if you refresh they're restored to the level they were before upgrading your tier.
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Could you add check marks to the requirements for tiers? I'm never really sure how many researches I've done, etc. :)
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A new feature that I think would be very helpful would be a Max Buy button so that you could by the maximum amount of upgrades as you have resources, just so you don't have to click buy 1 over and over
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Thank you for the Ultimate update and HQ. Your frequent updates is welcomed and I want to acquire all the abilities just to see what they do. Perhaps later we can see the cubes evolve into city buildings and homes with windows and doors or something. Maybe even cars are attacking the skyscraper? ALso in the future you can have paths and some creeps like to follow it. Just so it can appear to be a TD game. Can you make a creep list so we know what creep does what?
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Really would like tooltips for what headquarter upgrades do. Took serious missile and cleansing, with no idea what they're actually going to do.
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Why? Why do you continue to make the game harder and harder? The added stuff like Factory is nice, but the gameplay gets less and less fun with every update.
Now, because of ranged attacking enemies, I'm forced to build evenly. This makes the game more bland by making fewer builds viable.
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The update today broke the Utility upgrades for %chance of getting an Offensive, Defensive or Utility upgrade. I have 100% on all 3 of them. The label still says it's suppose to be 100% at the beginning of each wave, but I only get upgrades at random times.
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Quick Suggestion: Utility upgrade - give the chance to not increase the upgrades price affected by Gambling. (max < 100%)
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For some reason you can't import saves, I try to export a save from chrome and try to move it over to firefox since I'm having issues with chrome a little bit with the game and I just get invalid save code every time I try to import it... (even trying to import the save back into chrome I get invalid save code error)
This happens with both a complete fresh game and a old save.
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upgrade idee: maybe u can let the player choose with which start tower the player want to start the game.
he can choose one of x tower. one of them can have a big range, the other one much speed and the other one big att.... i dont know, its idee good or not good. but it is a option. :) (sorry for my bad english)
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regarding the last upgrade, i consider it highly unfair that players who played the game a lot and managed to upgrade most upgrades using the blueprints are losing now everything. looses the support of old players
I am simply refusing to hit upgrade in the headquarters because i basically erase all my progress made in a week
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Good update :) But didnt you make it really hard to achieve? There are many players that aren't in the end game phase!
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How about a market, for trade green blocks for red, and others?
It would be interesting a building when you train monsters, for blocks. (it could be have another block color, tradeable on the market I commented above)
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This is wierd, i can get to a high level round without any upgrade while seeing it, but if i dont see it i die in a low level ._ .
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This is ultra choppy and does not size to fit my screen. It seems like it might be an interesting concept, but it's unplayable for me as-is.
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Just discovered this gem the other night and absolutely loving it so far. Took a quick glance at some of what the next build has in store on the FS website, and liking what I see there too. Love the minimalist, isometric-cube theme. And also love the fact that for a Unity game, this one has a negligible impact on system resources. Actually like the lack of sound elements, as they would only become a pandemonium of noise at higher levels and bog down the player. As I see that the current uselessness of defensive upgrades has already been addressed, I see no need to go into that here. Focusing all in on offensive and econ atm anyway. Only up to the 60's on Hard so far (depends on whether or not I encounter Universal bosses), but looking forward to reaching the higher levels and really racking up those orange cubes! :D
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Pls give us a recycling function for higher Blocks I have so many red ones but no use for them because everything in factory is upgraded...
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Please use "floor" function when calculating number of block with engineering notation - when game displays that I have 1.5k orange blocks, (but in fact I have exacly 1475) I want to buy 15 blue blocks, not 14.
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-- Universal enemies vs. any other type: - universals are immune to 7 elements, others only to 1 (elemental piercing applies to all enemy types) - All enemy types have their own (rather cheap) defensive upgrades, universal doesn't (universal defense applies to all enemy types and is far more expensive).
-- Defense is measured by your max health vs. enemy attack ONLY: - Regeneration is extremely fast (lifesteal+nature) and the health is usually more than refilled in a few miliseconds. Only one-hits (or multiple at the same time) can destroy the tower. - Universal defense is the only reliable way to decrease attack damage. - Block is only helpful if the block chance is 100%.
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There are a few enemy types that would make the game rely more on defense. You already have fast enemies, but if they moved even faster, but did minimal damage, it would give the players more reason for defense, slow, and nova effects. Phasing enemies, or teleporting enemies, could have the same effect. Something that there's not a lot of chance to kill before it hits you (but only plinks at you so it doesn't auto kill you) means you will need to invest something in defense.
Also, you could force the use of some effects later on. Enemies with a shield in front that take reduced damage from direct hits, but extra damage from bounces. Regenerating enemies would make rapid fire more valuable. "Health link" enemies where a group shares an HP pool would make multi-shot valuable.
Just, ways to diversify enemies, and make use of various upgrades in the game.
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Last time i was so addicted to a game was When Borderlands 1 came out for the xbox 360 :D thanks for making AND improving this game :)
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I think there is a bug... I got like 21k special Resources and wanted to exchange them for the red ones, but only got about 100 of them
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You need a browser which supports WebGL to run this content. Try installing Firefox. This is Firefox. I hate those stupid games...
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I really enjoy the game, and it has come a long way since it first appeared on Kongregate. Still seem to be some things that need balancing out, but it is very enjoyable now. I'm somewhat sad that earth and air became fairly useless. There is virtually no point in knocking back or stunning the normal enemies, and bosses are immune to it now. O f course, them not being immune to it was kind of overpowered. Work on that, and work on the defensive skill tree, and I think it'll be a really great game.
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More hotkeys would be nice; as would having the existing hotkeys be identified more easily; I only found them by accident.