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> *Originally posted by **[JaredJames](/forums/1071832/topics/1914822?page=2#13429099)**:*
> Yeah I felt the same thing when I hit the lvl 40 wall. I've reset a 3-4 times now since then and I'm stil trying to get to lvl 50 just so my Cube can gain a weapon and start doing Expeditions again. (Seems you can't progress after Desert 4, until you get a weapon.) I expect I'll stil need a handful more of resets to squeeze my way to lvl 50.
>
good to know. i will take a few weeks breake frome the game maybe something changed
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the metal clicker is horribly underpowered in the beginning of the game. unless it gets better later in the game, it's utterly useless.
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So, i´ve made it to lvl 60+ so far, and here is what I can say:
1st. the idea is nice. the realisation is very poor. As the game´s core idea is to build a base and collect resources while idling, exploring terrain and growing the base/income, nothing of them makes any sense for progressing at the current state of balance. The biggest issue is the fact, that the cube is massively overpovered and self-sufficient. (and stays that through the levels and prestiges).
In any case the fastest progressing is to only build the command center and level it until you can prestige again and do so asap. Bothering with miner or builder factories just slows down the process massively. Same with exploration. The whole exploration is completely pointless, due to the metal rewards are marginal compared to cube´s mining speed. Land gains are pointless, too due to things mentioned above.
Here´s what needs to be fixed asap: cube´s mining/exploration abilities should only be basic, just to setup the base. Same with energy gaining. All the work should at some point take the buildings and robots. and the cube should just be somewhat supervisor, that can buff the capabilities of its robot folks.
2nd. The game claims to be in idle game, but it only works for 2 hours when offline (is it a joke???). And yes, I know, that I can purchase an extension of the timer. But 2 hours is laugheable for an idler. Make it at least 8 hours without kreds.
And even if it worked for 8 hours offline, there would be very little gains, because the costs for upgrades scale too much and the prestige benefits are too strong. It should be much smoother, to make it actually worth going longer runs (other than 20-30 min runs at the current state).
3rd. The expedition for the expedition´s sake. You should make the expeditions actually be worth waiting that long. Apart of land (which is only useful with fixing above issues) expeditions should better give some additional prestige points (or something like that). And by all means, make either expedition prestige upgrades cheaper, or give more tokens as reward.
The game can actually be enjoyable (and I hope it will stay) but only when you change things I mentioned above. Otherwise it will get repetitive very soon, and as a result boring as hell....
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I totally was wanting this game to open up and be like some robot civilization with different facets of gameplay but it just never happened.
I make workers to get resources to make builders and buildings to make more workers, builders and buildings. I push to explore, expecting I'm going to make something new, however Instead of a different unit I unlock hangars to make more workers and builders. I unlock a new talent point to make myself better at exploring, which coinsidently, gives more resources to buy more workers and builders.
Why would this poor robot put in the effort to do all this without any goal to reach? I could never be happy if I were him.
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I'd like to also offer some feedback. I largely agree with what the user Laterna posted but here are my personal thoughts:
The metal clicker, and all clicking upgrades, are completely useless. Even at the very beginning of the game it's WAAAAAAAY too underpowered. After half an hour of gameplay it will be so bad that endlessly clicking will only give you less than what you could gain in a tiny fraction of a second, rendering it completely useless. There needs to be something added that makes the amount of metal gained from it scale with your passive production, otherwise it was a waste of time bothering to programme it into the game.
Miners are ridiculously underpowered. You CAN get them somewhere around the same level of productivity as the cube itself, but it takes an insane amount of time and effort, both of which would be better spent further investing in the cube itself. Either MASSIVELY buff miners or massively nerf the cube. If you don't, you may as well remove miners altoghether.
People have mentioned exploring already but it takes WAAAY too long for WAAAAY too little gain. It's basically pointless. It needs a drastic overhaul to make it even close to playable.
If the above things are improved, then I feel that this could become one of the best games on Kong. But until then, I'll cross my fingers for a solid update!
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As everyone else, I think this game is neat and has a lot of potential.
Unfortunately it's riddled with balance issues and specially it's not clear where the game wants to go. It lacks a direction, so to speak.
I think Krazden has hit the spot with this: "I totally was wanting this game to open up and be like some robot civilization" - I agree with this sentiment.
I've come up with a leitmotif for the game that could be useful, without being too much different on how it is now. I'm writing it here in case any of these ideas appeal to you, mmx95.
The basis is that the idea of a single robot (the cube) building another robot who then can in turn build more robots and so on is very attractive. It's like a science fiction fantasy!
Instead of making the progress more grindy at each step, just go all in with this idea !!!
Make it so that you have to do the first tasks with the cube, but then you can delegate more and more on the robots, then the robots made by your robots, and so on. Until you have a massive horde of robots operating the whole planet.
In this proposal there would still be builders and miners, and you would have buildings for these two, "Building Site" and "Mining Site" (or "Mine"). These buildings would not create additional robots as they do now, just will make mining and building more efficient.
You would have then a new type of robot, "Constructor", which would create more robots in a building called "Construction Site". The more constructor robots you have, the faster you would construct more robots of each type. You could upgrade the Construction Site for instance by adding more docks to construct more robots at the same time.
Now that we're automating things by adding robots, you could have a "Collector" robot which collects energy from lightnings at a "Collection Site". The more collectors the more energy collected. The cost and progression could be just the same as it is right now, but you'll be delegating this into robots as everything else.
On exploration, well, "Explorer" robots are ok. You could have an Explorer Site where you could upgrade their radar and mobility and so on. I think explorers are already in the game but I haven't seen them yet (max level 33). It's cool, just let them explore.
For areas with enemies, you could have "Soldier" robots which would protect the explorers. You could upgrade them with attack, defense and so on. Lots of ideas about combat in other games could be incorporated here.
For every task you could send the cube to help. You can send the happy cube to the mining site to help with mining, or as a general to help the soldiers in battle. More or less as it works right now, but with every available task (like sending the cube to the Collection Site to collect more energy) and the effort contributed to each task should be multiplicative, as to not make either the cube or the robots insignificant compared to the other. Same with clicking, if you want to keep the clicking in the game.
For levels: I would not have energy as the only requisite for levelling up. Energy can be just another resource to be used everywhere. Buildings could consume energy based on current outputs. If you've ever played "Creeper World", that's how a cool energy system is implemented.
For levelling up, I would either add points, with each action/resource in the game awarding points, and once you get to some score you level up; or make for each level a requisite based on several metrics of the game (so much energy extraction per second, so much metal extraction per second, so many areas annexed and so on).
Lastly, the exploration subgame could be laid out as an hexagonal map (you already have hexagons in the icon). You could go conquering hexagon rings concentric from your base, which would justify exponential increases in effort and rewards. When you've conquered an area, it would be assumed that you would set up buildings there: Building Sites, Collection Sites, Mining Sites... that would justify why annexing territories result in great increases on resource acquisition and robot capacity. You could assign robots to your annexed territories to their maximum capacity which would in turn retrieve resources for your robotical empire.
Once the whole planet is under the fierce control of your robotic claw, time to send the cube to another planet to start over!
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Tool tips. Something that explains what some things do.
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A couple big things so far.
- The game should still be running when you are tabbed out of it. ONce clicking becomes useless, noone is going to want to sit there with that tab open.
- I agree with everyone that the offline limit should be 8 hours rather than 2. If I'm offline, it's probably because I'm not home or I'm sleeping.
- Tool tips. I don't know half of what everything does.
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The sheer number of upgrades can also become an issue. Since my buildings are far outleveling my metal production I have pages of builder pop techs I can buy, but no good reason to do so. Being able to collapse the tech tree by building (Cube, miners, builders) would clean this up a great deal.
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I was thinking of a science building where you can research new things. Not so much upgrades as possible new buildings which will have their own upgradss to them. One new building would be aircraft in order to defend against random enemies (if it ever goes that route) that try to attack you or infiltrate your base or possibly defense towers. Also, LoboFeroz has put in some great ideas that I'd like to see as well now.
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Considering you do not know amount of "building power" you needed for buildings, showing a actual amount for the required amount or changing the building power production into % (or even hiding it) would make the whole thing clear, same applies to energy generation, knowing yourself generating 1B/s and knowing you need 30minute for next level is not helpful.
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cap on robot production time is annoing
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Builder Factory upgrades need to be spread over more levels--I unlocked Builder Efficiency VI before I ever came close to affording III.
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Automatic allocation of workers. I hate having the game in the background and then come back to see I have hundreds of idle workers that I have to allocate myself, which makes the game less idle
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feels stupid that can unlock explorers way before can actually make them (last run I made 1 but no use since hit dead end before that) or even build that building to make those and need to wait weapon until lvl 50 to get past that dead end and apparently lvl 70 before can build soldiers (don't even want to think how much building to produce soldiers will cost since explorers factory 's price is skyhigh).
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What is point of miners and expedition? I only lvl up energy and cube mining, +70lvl and i didn't find use for other stuff.
Edit. Energy generation lvl 115 needs 100k talents
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Probably was mentioned but, BUY ALL option is a must.
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> *Originally posted by **[BioKraken](/forums/1071832/topics/1914822?page=2#13432172)**:*
> What is point of miners and expedition? I only lvl up energy and cube mining, +70lvl and i didn't find use for other stuff.
> Edit. Energy generation lvl 115 needs 100k talents
expedition opens up new areas to be mined and more metal when expedition party returns and miners increase metal mined and also expedition gives those yellow upgrade talent points on reset. if does quick resets aka as soon as can then don't need miners and explorers.
> *Originally posted by **[skillx2x1](/forums/1071832/topics/1914822?page=2#13432615)**:*
> Probably was mentioned but, BUY ALL option is a must.
sure except that if focuses on miners and exploring or if focuses cube and not miners and exploring then on either focus metal is wasted on non-beneficial things.
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I leveled the exploring stat upgrade. It didn't reflect to the current exploration.
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The cube speed upgrade fee is too high.
Level 1 uses 37 point, only increases by 0.5%.
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MONETIZATION:
-Moneting offline time is batshit evil. Also you lose maybe half of potential customers when after 3 logins or something they come back from not playing 16h or so and have not enough progress to upgrade anything important???
-By the time you can afford one maxxed cube part with circuits, most cube part functions are completely overshadowed by other bots you can make by a factor of 1 to 1000 or more. BAD BUY
-Everyone who bought something I came in contact with expressed buyer remorse. This is due to the confusingly undocumented and unpredictable obsolecense of most types of bonus after a few days of intense play
-You're losing income on people who leave the game on all week due to poor offline progress, and would otherwise logoff-login several times a day and see a pre-game-load video ad each time for significant income.
-The lack of documentation is staggering. Who knew you could buy all of an upgrade type by keeping your mouse button down? Most players do not because it's never explained.
-If there was a way to refund fully and re-assign credits and crystals (even if there is a 24h cooldown or somesuch) you'd have much less fear of buyer remorse in a game where shifting needs is the primary reason for play so fixed buy are terribly prone to buyer remorse. You'll also need to do something with circuits other than cube upgrades, or have cube upgrades partly boost other robots as they mostly go permanently useless soon otherwise.
Consder removing all monetization (legacy bonuses for people who bought) and making the game 5$ to own on mobile devices, but free on PC browser. That's how a weaker, shorter, no-graphics game like _a dark room_ made a quarter million dollars.
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I don't want to spend hours creating Miners a handful at a time. Either reduce the 5 second speed cap, or greatly reduce the robot queue cost. (or both)
Clicking is pointless at some point. It needs to scale, or get rid of it. (Clicking should give much more rewards than idle)
Cube mining is pointless at some point. It needs to scale, or get rid of it. (There should be a significant increase in mining when being done with the cube)
It takes too long to get into the exploration feature. That takes too long to get weapons.
Maybe have a prestige option where you have more clicker cubes. You could send one mining, one building robots, and one exploring.
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