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Earthquake tower says it fires "0.2/sec" yet when I build it, it's displayed fire rate is 0.15, which is what, once every 6 seconds?
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i would love to see some control over my turrets, not just "everyone is firing at the same, closest enemy"... more like in other tower defense games.... strongest first, range attacker first, fastest, last,
right now its kinda silly... 1 enemy is coming from top, 10 from the side, the top one is a bit closer, all rockets are firing at him (longest range, so they are first) and the group is ignored.... the single shooters have to do them
same for stun and slow turrets... closest one get fired up on, who is going to die in the same moment as he comes in range of the laser or whatever...
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It seems like the final artifact doesn't do what its tooltip says (if it does anything at all). Looking at my health while upgrading it twice and nothing's changed.
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TOOLTIPS. I have no fukcign clue what any of the researches do until I buy them. That's a terrible system. Don't be that Dev. Tell me what the cnutfkc things do before I buy them.
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New Menu: Turret Auto-Buy. Place a turret in a slot, and when you can afford both it automatically makes the purchase. We need this to make auto-rebirth idle.
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Suggestion: Allow progress to actually progress when you switch tabs, for me it just freezes and it's super annoying.
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The copper refining will jump to a negative number and then reset to 0 under certain conditions. If the amount of refined tungsten is less than the required smelted copper requirement, the refine -> smelt copper process does not occur. However, if the amount of refined tungsten is more than the requirement, the smelting seems to occur and subtract the required refined copper from copper.
I would check the logic around the copper smelting and make sure that it's not using the refined tungsten instead of the refined copper as a check.
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annnd the game won't load even after multiple page refreshes. it's that kongregate pre-loader screen but the bar is full with a thin bright red strip repeatedly crossing it but...no game.
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Also there is a display bug with resources on crafting panel: https://i.imgur.com/E5voPfh.png This does not affect chip crafting (it still prevents you from crafting if you dont actually have the needed copper), just shows zirconium amount for all 3 resources on this one panel.
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I took a video example for you, to show a situation where I lose on a wave at 7x speed, but clear it on 1x: https://streamable.com/fecnv I can't say for sure without seeing the code, but a possible cause of this might be that you're capping turret Rate Of Fire to a maximum of once per frame, and if that's true that means if your RoF is high enough to fire once every frame at 1x gamespeed, then 2x gamespeed would cut the RoF in half (since half the number of frames are being rendered, in the same amount of time it takes an enemy to travel the same distance). The RoF of the main turret in this clip is affected by 100% Tier1 stats (75 bonus?) & Max tier FireRateChip (150 bonus?). As long as damage is high enough to 1HKO everything, you should be able to reproduce these results on your machine. Glass cannon builds that rely on extreme RoF & damage would be most susceptible to this problem.
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Multishot chip adds a second projectile to the main turret, but it does not appear to independently target from the first projectile. I see the additional projectile graphic, but they hit the same target.
I expected independent targeting, similar to how the other turrets work. This is with a Tier 1 chip. I have not gotten to Tier 2 yet. Is this the intended behavior?
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There is a glitch from last game that you still havent fixed in this game. Doing 8x speed makes defense weeker then 1x speed, i can past 1000 with 3x speed but not 8x speed. please fix this
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Barbasu, no matter how high I upgrade my production, I still generate the same amount of resources while offline. For example, my mineral heart production is only lvl 10 and my blueprint production is lvl 51 but while offline I generate the same amount of mineral hearts and blueprints.
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so far so good though balancing is still needed however something i would like to bring to your attention MANY of us have decimated wave 1500 now and a little idea i had was how about making it so the game auto rebirths those of us stomping wave 1500 the ability to rebirth without having to do anything please
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I'm still not sure what the gambler's forge does. Does it just give resources? Does it give a boost to resource gain? Something more concrete than "+BP" would be immensely helpful.
Also, an indication of the difference between tiers. A higher tier is better, I guess, but I have no idea whether it's a significant difference or not.
And maybe an actual time for the rebirth bonus and the forge re-use. A clock's okay-ish but not precise enough, or so I think at least.
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Well I asked 2 questions and got an answer on both so Im all Good! :) And for the support on updates and development 5/5 stars!! Thank you for a great Idle Game
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@Htchkr, The discrepency between what is shown and what you receive is due to the fact that the UI rounds values but the game actually uses decimal values to calculate stuff. In the case you describe, you are probably actually receiving 8.7 stats per level or something like that. It is a misleading way to show game stats.
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I've used rebirth points to get my stat points per level up to 9, but on some level up I only receive 8 new stat points. It happens about every third of fifth level (it isn't on a set pattern , ut at least once out of every ten levels.
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Interesting concept and for the most part, it is well made, windows buttons and all. The main issue for me is that in terms of an idle game, man does this progress slowly. It takes extensive time and I am still not really making any choices of any sort of consequence. Very very little variety at the start which is making me put this down.
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A couple suggestions revolving around the multiplier for buying items:
A) as it currently works in the stats menu you cannot purchase the upgrade unless you have the necessary funds to purchase at the current multiplier. This is not true in mining or passives whereas I can have a x10 active and only able to afford 6 but stays green as if I can afford it.
B) to alleviate some of those issues it would be convenient to include what the price would be with the multiplier active so we are not confused when we see a price of 1 point when we are about to actually spend many more.
C) is it supposed to work in the production screen because it only increases by 1?
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I'm really impressed at how fast these updates are coming out, and how much they're improving the quality of the game. Kudos, Barbasu, and keep up the good work!
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on the next update, can you add a countdown to the production and research timer bars? It shows the estimated total time, but as it progresses, you can't see how much time left until it finishes.
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Correction to my previous post since I can't edit. (Really Kong?) I see the indicator now that I rebirthed again after buying the upgrade.
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BIG SUGGESTION: Can you add an auto add points to stats since it is a big factor for fast progress when just using main turret
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Stats still say "tier 1" after you've tiered up (and rebirthed? didn't pay attention during the run). - Also, if it's not on purpose, stat tier up stats through rebirth ^.^
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Suggestion: Add a rebirth time to the stats page. The upgrade that provides extra RP at 1hr and 2hr is difficult to use effectively if you don't know how long you have been on a rebirth. The latest (as of this post) patch notes said "Added an indicator for Rebirth time bonus" but I don't know what that means I am not seeing any indication of how close I am to a bonus.
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Great game!
My main complaint: its very annoying how I will randomly lose at a wave that I really shouldnt. For example I might die around level 500, but when I "try again" and just wait (I dont buy upgrades/turrets or anything like that) it will get to level +1000 easy without dying. Unless Im missing something crucial, its probably due to a slow PC, maybe an option to turn off visual enemies completely would help? Because of random deaths, the game loses a lot of its "idle" gameplay.
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Can you add high priority options? So that you can have your turrets target all ranged enemies first, then the closest one, and have the option for each turret or row? That would make later runs easier if you get overrun by vodoos and the ranged mobs one hit you. Then you could just have all lasers shoot close mobs while sentries shoot the ranged primarily.
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resources in the chip crafting screen seem to show zirconium for all 3 resources and don't accurately reflect the inventory of tungsten and copper.