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the artifacts tree makes no sense to me... there are numbers which I have absolutely no idea what they stand for. It looks like a lot of them are percentages but it doesn't say that they are percentages, it just says "current bonus". Another thing I don't understand is Lucky Time increases my chance of getting a lucky coin every 5000 enemies but I also reduced the number of enemies required to obtain lucky coin by 5000, shouldn't I be getting tons of lucky coins then? Again, there's no explanation for any of this in the game, just random numbers that don't feel like they correspond to anything that's actually happening
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Literally every comment i liked because i like comments because it makes other people happy ended up one away from an even number somehow. W a t
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It might be end game scaling but is the armor artifact crafting tier bonuses intended? it goes 5> 10> 20> 40> 65> 105. This means crafting the last 2 tiers is effectively a downgrade until you rebuild the previous tiers. All the other artifact crafting doubles each tier so there is no net loss by going up a tier.
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Picked a "play for 2 hours" daily mission and I've completed it multiple times but it will not give me the award, nor will it let me reroll for a new one. Once a daily mission is acquired and not completed you cannot preroll for a new one.
Main issue is that over the past few days I've left this running for over 15 hours without somehow completing that daily mission.
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Sometimes shortly after the game rebirths, the games spawns a single enemy that is completely ignored by turrets and will just sit on top of your base until it dies. The only way to avoid dying when this happens is to kill it by some form of base counterattack.
Mode: Normal
Auto-advance to 10k
Super Compression
Super Waves
Wave Skip: 50
Anti-stall
Turrets auto-placed by Barracks: Swamper, Laser, Solidifier
Passives: Most passives with max level of 500 are maxed
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I think the game needs more wave compression or something to speed it up. I can't leave my computer running to get to wave 20k and 30k. It is damn near impossible without weeks or months of play
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have just unlocked the burster in the school, went straight to the workshop where i can upgrade the rotator but the burster is still locked. i can't use the rotator atm because i haven't unlocked it in the school. lots of blueprints to gather before i can find out if the burster talents will unlock at all...
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@sharoz, it needs Dread waves in 10k. This is assuming you are on Dread 1. If you are on Dread 0, then I would contact the dev directly on discord and tell him about it.
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The passive Super exloperations is bugged. Before have any levels in it, I was getting 3.4k gems per, after maxing it I get 1.4k gems
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Sparkball is broke. 23k lvls into dread. when you delete all spark towers and replace them they still fire. Great game though i obviously cant stop playing.
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Playing the game, Dreaded up once, but for some reason "max waves" stays at 0 now? tried through both normal and robo.
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I think it is time to increace some of the max limitations.when dread level is 4 or higher, the game seems not to change that much as before.
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impossible to progress passed dread 7 now it seems? RP cost is enormous and invest is so slow.. Kind of hit a hall that is "wait 2 weeks farming RP or call it a day"
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I noticed an issue with the crit chance upgrade of the Burster and Flamer turrets. Supposedly it should increase the base crit chance by 25% and 20% respectively (at max level) but all I got was 0.25% and 0.2%... I don't know about the other turrets but it might be worth looking into it.
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The game is good, but it is necessary to diversify the plot, somehow boring, predictable. Can I something not understand but here is on this site https://topigr.net/topcasino I'm impressed with the stories of big, high-quality games, even on the phone does not hang.
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It really needs some better explanation for new players. I spent 5 minutes clicking about in town before i found the "start button"
And once again... like your last game, i do not understand why you need to "unblock" tech before you research it? Have you thought about making it one click?
I also feel that theres way to little to do once you place your towers...
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IMO, it would be an improvement if the information about the enemy types was moved into the Enemy Stats section on the Gate UI instead of (or in addition to) the Info section under Main Menu.
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Excellent game! Lots to do, a bit tricky at first but once you adjust to the rebirthing and start unlocking buildings/researches it becomes simpler and even more interesting.
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When enemy compression is enabled, resource drops are greatly reduced. For example, when not enabled blueprints increase every 1 or 2 waves, compared to compressed waves which drop a blueprint approximately every 8 waves. Is this the way it is intended to work?
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Took way too long to figure out I need to click gate and I can't do anything else at all. You really really need something pointing this out or you will lose new players who wont check back on the game because the game made them feel stupid. That's what the game did for the first several minute made me feel stupid. Then I realized I had to click something way in the red part of the screen where I have nothing unlocked. Really not intuitive at all. You really need to figure out a way for that to be obvious, or move it to the green area that the player will be already looking at.
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loving the defender series so happy theirs another one cant wait to see whats next, for now i'm going to enjoy this new one
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kind of hate it can't run in the background, så you'll need to have it on scren all the time to advance in waves. It's not an idle in that matter.
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(2/2)
It would be really nice if 1.) The upgrade buttons were either greyed out (or red or whatever) to indicate that you don't meet the minimum requirements to purchase and when that's the case, when mousing over the button, have the text of the requirements that are met colored Green and the ones that you don't colored Red so it's easy to see where you need to go to upgrade things in order to progress. It would also be a neat feature if the resources that were about to be spent would highlight in some way across the resource HUD on the top of the screen when hovering over buttons that would expend them.
Out of curiosity, are you developing this independently or is this open source? I wouldn't mind poking around some of the code here to help out with some changes if you need/like.
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(1/2)
Love this game so far. There are of course some balancing issues that still need to be sorted out as mentioned by a number of other comments, but I'm thoroughly enjoying my time with this overall. I like idle games with a lot of interlocking parts, which this integrates in an interesting, engaging way. My suggestion is that there be some kind of visual queue that lets the player know what steps they're missing in order to advance. Just for example, right now I'm looking at the Barracks menu trying to unlock more turrets/slots for autobuilding. There is no visual difference between my ability to upgrade or not. The 'Unlock Slot' and 'Unlock Turret' buttons 'appear' clickable but do nothing because (after going through and manually checking everything) I'm missing a Dread Level.
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The game has forgotten my progress. Kongregate asking me to log in again might have something to do with it, but it should still be able to retrieve my progress either from settings on my PC or once logged in from Kong. No interest in playing through from the start again.
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In the barracks, it says my highest wave is 0, even though I've gotten to 10k in normal. I can't upgrade dread because of it.
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Why do these enemies not just melt under the damage I do. How does something with 2M shield and 5M HP not die when I hit it at 25M damage?
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I'm afraid to leave this comment because I don't want a nerf, but EMP from Dread level 7 and beyond is really overpowered. It makes any tower except Rotators obsolete, even though Flamers seem to be a better tower, because Rotators don't seem to be affected by EMP. Not sure if this is intended, but it makes the only viable late game tower the Rotator and that doesn't seem too fun even though I love using them. EMP in general does not feel like a fun mechanic since I have the temple upgrade against it, yet there is nothing I can do about it. It really just keeps two other interesting towers from being playable.