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Suggest Changes you want made to the game here for the Developer to see!
Do keep the following things in mind when you suggest stuff though:
* Make sure it’s suitable for the game. Don’t suggest things that are too overpowered, make the game too easy and not fun.
* Please be descriptive but keep your idea as simple as possible. Do not try hard to balance your own idea, that only reduces the chance of your idea being implemented.
* Please try your best to use proper spelling and grammar. I understand that for some of you, English isn’t your native language, but well… try your best. I cannot implement something if I don’t understand your idea.
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Options Screen
Ability to Diable Any special effects, such as the claw attack effect and the heal animation.
Ability to change the fighting area to just have your health, the enemy health, and your skill bar.
Highlight Around the Circles when an upgrade is available in that menu.
Miner (idk about others) Value/Speed upgrades should say what they do.
I could idle in fighting for 500 hours straight, I could not make it any further than when I started, wtf?
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1)The enemy attacks should be at the same interval for eating food. ie, If my sandwhich heals 25, and I am getting hit for 25 each hit, why is my health slowly declining.
2) Should up the passive bonus to ~50%. Each aspect of the game is long and tedious, but if you are not focusing on gold, you are already sunk. Maybe this will change when I unlock the vault, but I am 2 hours in, and not there yet.
3) Make the event items auto collect. Right now, there is a ghost with candy that has a 1.2% chance to drop (I think), but if I am not active, I dont get it... Thought this was an idle game?
4) I don't understand what H20 is use for, other than that it prevents me from getting more trainers...
5) How do I earn skill points? I can't seem to figure out any correlation to earning them, but right now they have drastically slowed down.
6) Speaking of skill, Is there any chance to make the skill screen so that I can see the all skills? I don't see much of a reason to spread it out the way you did. Also, can you just tell us what the top tier skills do? Nothing worse than working toward something, to find that it isnt any good/doesnt fit with my play style.
7) Final thing regarding skills, some way to reset them. Maybe they do when I prestige, but I am not there yet, and would definately appreciate the ability to do so now.
Otherwise, great game so far, just little things to make it more playable would be great!
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Money per second on monsters to know which one is paying out more
Reset skills, some are useless.
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menu for training - fighting - etc is pointless, need to click every time to change between activities, will be better with icons all the time in.
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1. Make event bonuses work.
2. Allow offline token gain (not sure if intended)
3. State that event SP are temporary
4. Some source of permanent SP would be nice
5. Add some way to increase offscreen bonus (don't go beyond 50% - screen activeness should matter)
6. Update the main help screen to mention the offscreen bonus
7. Some way to earn event bonus outside of events (to avoid permanently missable content)
8. Add a small bit of passive regen to make HP and Endurance useful, though food should still be the better choice
9. Tutorial skip button.
10. Speaking of the tutorial, perhaps it shouldn't be hand holdy and not force you to upgrade things or unlock Slime.
11. Change Midas to something not based on clicks
12. Add an ascend warning if you try to ascend without spending AP
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I think the biggest problem in the game is the lack of clear goals. For example: currently I have 5k money and like 20 possible upgrades to spend them on. Do I need to make an excel table and calculate which one is better in the long run?
Would be cool if there was a clear goal visible at the beginning, like "upgrade benching to lv 5/5", etc, like an achievement system.
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not sure if it is intentional but when i bought upgrades for starting levels from gift shop i did not get the corresponding skill points when ascending and that will make it impossible to unlock many skills in the long run might want to change that unless it was meant to be that way
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> *Originally posted by **[archon1982](/forums/1023269/topics/1759785?page=1#12894086)**:*
> not sure if it is intentional but when i bought upgrades for starting levels from gift shop i did not get the corresponding skill points when ascending and that will make it impossible to unlock many skills in the long run might want to change that unless it was meant to be that way
>
When you get starting levels, EXP required is **not** increased. This means that if you got starting levels of 20, it will be just as easy to level up to 25 as it would be had you started at 0, and leveled up to 5.
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gold is the most limiting factor , I hope to see more upgrades early game to help that a bit , since I got like 100 things to upgrade.
also having some max lvls on things would be nice. most ppl like to max things out. limit them to an amount til you ascend or smt.
also feeling like miners should mine lower quality ore in waaaay higher amounts compared to more rare ones.
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Go back to 15% non-active progress for Mining/forging/fishing pls
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**DEVELOPER RESPONSE**: *I have altered the leveling formulas for mining/fishing to account for 50% gains. The game is still much faster than before, but the scaling is slower, so later levels will still be at a good pace *
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I can go into the ascend portal without being able to ascend, and to get back I have to click an invisible button, should make that button visible or lock me out of the portal
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This game need cloud saving... I lost my entire game now I'm back to start..
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I've been enjoying playing around with this game the past few days, so I figured I'd offer a little feedback.
First, Midas Touch really should be reworked. Right now it's a pretty negligible gain for really intense clicking, and isn't really worth using in most cases. It's also a slightly jarring inclusion of an element that encourages auto-clickers in a mostly idle game that works beautifully without them. I like the general theme of the buff though. Maybe consider having it do something like give you gold based on the damage you deal during the window, or multiplying the gold granted on your next kill.
Secondly, I've got a few thoughts on the event. Firstly, while the candy felt like it was flowing in really slowly at first, after the first 48 hour cooldown in the shop, I found I had way, way more than I knew what to do with. It'd be nice if there was an infinite, minor dump for it somewhere, like selling it for gold, or maybe eating it for a sugar rush to temporarily boost your progress speed.
Additionally, and this is a looking toward the future thing, but you might consider putting a hard cap on the permanent event bonuses. After a certain point, additional increases will be statistically insignificant, but hitting caps and such is one of the satisfying elements in incremental games like this, and would keep newer players and completionists from feeling like they're somehow being cheated. Maybe have an overall permanent event cap based on what you'd expect players to accumulate after a year's worth of events? You could also add in the ability to buy temporary event boosts that would stack with the permanent ones, but would only last as long as the holiday did.
Also, someone mentioned it in the comments, but it'd be nice if you could see how many fights you had to the next keymaster in the fighting area.
Finally, a little help blurb somewhere about how auto-cast works would be nice, either on the fight page or in the portal area.
Good work overall, you've got a really neat game here, and I'm having a lot of fun with it. Keep up the good work.
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Read most of the suggestions, most seem to not have played very long or have done a single ascend yet -or their suggestions would be different.
Some i agree with, but heres what is most important for me.
- Save button and ability to export save or even better - online / cloud Saving
- Tooltips. Alot of them. Especially for abilities.
Almost sure you already work on these anyway.
The game is rather good balanced in my opinion. The progression speed is good enough too.
All around very solid so far. Just minor problems, good work.
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Maybe add a button to collect all progress from all screens ? so you will not have to go around each screen to collect would be nice :)
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Solid game but if you're going to have cash purchases a save backup system should be the priority over literally everything else. Actually, a save backup should be a given for any game that wants to be successful.
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The autocast needs a bit of clarification, I bought upgrades expecting it would be casting the number of skills the upgrades say every time it tries to cast, if possible. Turns out it just chooses from that amount of skills to cast one. That's fine since you can lower the cast cooldown, but I think the wording could be clearer.
Also regarding the autocast, I would like the ability to opt out for some skills, mainly midas touch. Midas touch has a 2 minute cooldown and it would completely be wasted if cast while idling. So as it stands I dont want to upgrade the buff autocast past 2, honestly I'd prefer to go back to heal only autocast, so thats an additional suggestion, the ability to sell back/revert gift shop upgrades.
Edit: Making midas the 5th buff would also solve the autocast issue somewhat.
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> *Originally posted by **[talwraith](/forums/1023269/topics/1759785?page=1#12896139)**:*
> I've been enjoying playing around with this game the past few days, so I figured I'd offer a little feedback.
> First, Midas Touch really should be reworked. Right now it's a pretty negligible gain for really intense clicking, and isn't really worth using in most cases. It's also a slightly jarring inclusion of an element that encourages auto-clickers in a mostly idle game that works beautifully without them. I like the general theme of the buff though. Maybe consider having it do something like give you gold based on the damage you deal during the window, or multiplying the gold granted on your next kill.
>
> Secondly, I've got a few thoughts on the event. Firstly, while the candy felt like it was flowing in really slowly at first, after the first 48 hour cooldown in the shop, I found I had way, way more than I knew what to do with. It'd be nice if there was an infinite, minor dump for it somewhere, like selling it for gold, or maybe eating it for a sugar rush to temporarily boost your progress speed.
> Additionally, and this is a looking toward the future thing, but you might consider putting a hard cap on the permanent event bonuses. After a certain point, additional increases will be statistically insignificant, but hitting caps and such is one of the satisfying elements in incremental games like this, and would keep newer players and completionists from feeling like they're somehow being cheated. Maybe have an overall permanent event cap based on what you'd expect players to accumulate after a year's worth of events? You could also add in the ability to buy temporary event boosts that would stack with the permanent ones, but would only last as long as the holiday did.
>
> Also, someone mentioned it in the comments, but it'd be nice if you could see how many fights you had to the next keymaster in the fighting area.
>
> Finally, a little help blurb somewhere about how auto-cast works would be nice, either on the fight page or in the portal area.
>
> Good work overall, you've got a really neat game here, and I'm having a lot of fun with it. Keep up the good work.
These are all amazing suggestions, u should totally try to put in as many as possible. +1 from me
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I saw your reply to a commenter regarding displaying the location of the zone keymasters in which you said you would like it left somewhat mysterious. I'm not so sure about this though. In my current game I've been trying to grind as far through area 2 as I can in hopes of reaching the next area to unlock the next prestige tier. However, since I have no idea when the the keymaster will appear I'm rapidly running into a brick wall regarding monster strength. Now sure I COULD prestige and take more tier 1 perks, but for all I know I'm only 1 monster level away from the keymaster which would be quite wasteful. So in a nutshell, I currently feel like I do not always know the optimum time to ascend and I don't find that much fun.
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Didn't read all the way thru but was thinking options for the autocast maybe op out of some skills and set a % for when heal should be cast?
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> *Originally posted by **[bobbster](/forums/1023269/topics/1759785?page=1#12897025)**:*
> I saw your reply to a commenter regarding displaying the location of the zone keymasters in which you said you would like it left somewhat mysterious. I'm not so sure about this though. In my current game I've been trying to grind as far through area 2 as I can in hopes of reaching the next area to unlock the next prestige tier. However, since I have no idea when the the keymaster will appear I'm rapidly running into a brick wall regarding monster strength. Now sure I COULD prestige and take more tier 1 perks, but for all I know I'm only 1 monster level away from the keymaster which would be quite wasteful. So in a nutshell, I currently feel like I do not always know the optimum time to ascend and I don't find that much fun.
This is a good point. I don't want people to keep trying for a keymaster because they think they're 3 enemies away, when they should be ascending becaues they are actually 10 enemies away. I would like to solve this without completely giving away keymaster location though.
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> *Originally posted by **[lavaflame2](/forums/1023269/topics/1759785?page=1#12898210)**:*
> > *Originally posted by **[bobbster](/forums/1023269/topics/1759785?page=1#12897025)**:*
> > I saw your reply to a commenter regarding displaying the location of the zone keymasters in which you said you would like it left somewhat mysterious. I'm not so sure about this though. In my current game I've been trying to grind as far through area 2 as I can in hopes of reaching the next area to unlock the next prestige tier. However, since I have no idea when the the keymaster will appear I'm rapidly running into a brick wall regarding monster strength. Now sure I COULD prestige and take more tier 1 perks, but for all I know I'm only 1 monster level away from the keymaster which would be quite wasteful. So in a nutshell, I currently feel like I do not always know the optimum time to ascend and I don't find that much fun.
>
> This is a good point. I don't want people to keep trying for a keymaster because they think they're 3 enemies away, when they should be ascending becaues they are actually 10 enemies away. I would like to solve this without completely giving away keymaster location though.
You could consider putting in some more mile-marker type enemies, guardians of the key, disciples of the key, followers of the key, at certain points before the keymasters. If they were, say, 10 or so enemies apart, players who just beat a key enemy would have an idea of whether they wanted to continue or not. If they pushed like crazy to down the most recent key guy who wasn't an actual master, it'd probably be a good time to ascend. If they steamrolled the guy and were grinding through enemies now, it'd probably be worth pushing on a bit longer to see the next one.
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Please add active elements for all screens like the fishing has the clocks you can pick up. Maybe add a mine you can click on the mining screen that gives random ore from all that you have unlocked based on percentage of total mining power.
A suggestion for the perk point purchase for the event: Instead of 10 cheap perk points that disappear upon ascension, how about more expensive perk points that are permanent like 20 candy for a point with a max of 3 each "event refresh". I say this because the 10 easy perk points is incentive to sit on a reset without ascending.
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