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ok, so I think I may have a solution to the game saving issue. I am going to post a new version in a few minutes (it will be the same version number) but will use a different method for saving data.
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Ok, looks like it might be a web cache issue. I closed the browser window and it is correct. If I simply F5 the window it appears to not have saved. I will look into this, otherwise enjoy.
reading this: https://forum.unity.com/threads/saving-issue-with-my-game-on-kongregate-website.543609/ so looks like maybe I need to save the game data into my online db...that will be implemented next version as well as some kongregate stuff...dang it...i was so excited with all the next changes :(
there is one built in. it is the not available for upgrade until you reach 100 blocks, then it is. however, it is already clicking for you from the start, you just cannot upgrade it. It auto-click VERY slowly at first.
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Ok so thanks to everyone for giving more feedback. You have all been very helpful and friendly. I have 10+ items in the current development backlog. I will update again ASAP. And I look forward to your next comments!
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So laggy, the yellow box effect is too much. Having each box represent a bit of the score for the kill is slowing the game down too much. And it gets worse as the score rises of course. Please give option to turn it off. Would like to try to play to the end point but don't see how its possible in the current config. Thanks !
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when you get auto attack speed to 0.00, the game REALLY starts lagging badly. If you are going to allow such a level of auto attack speed, you may want to turn off particles, have multiple blocks die at a time, or other such anti lag features.
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It is really annoyng that prestige multiplier does not stack when levelling up. Really we have to make 100 prestiges, when we are on level 100,,,?
I am not fully understanding this. Each time you prestige, the multiplier increases by 100%. How might I "stack" this? Please explain so that I may understand. Thanks.
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All the particle explosions really lag the game down when you get up in the higher scoring end of it. Maybe cut down on some of the effects ? Like what you have so far, simplistic with a goal in site. Nice !
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So the "game Saved" message doesn't seem to actually match with the game saving, I tested it by waiting for the message to appear, waiting a couple of seconds, then refreshing the page. I ended up in the previous wave ~50 or so blocks back. This is in the 200's and the game is feeling laggy again so that could be part of it.
It must have to do with lag because the "game saved" shows up only after the save game routine returns with a success flag. I am going to work on allowing the particles to be disabled.
Ha ha. Ok. Can do. Originally it did not have a reset notification, but someone asked for it, so I added it in. I am going to work on "options" and I can include this as well. Thanks!
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love the visibility on the achievements.
but could you perhaps remove the counter once the achievement is reached?
Also, it might be an idea to show for example 1000 clicks first, and then once reached, show 10000 etc etc. This way it there is a little bit of a suspense..
Other than that.. a great game..
Yeah originally I was only showing completed ones, but I was asked to show the incomplete ones as well. I was thinking about the suspense as well, but went with the suggestions from the early players.
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Block generation still resets every prestige even though the tooltip makes it sound like it shouldn't. Starting cash feels really week for the amount it gives compared to the amount it takes to upgrade.
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Thanks for the changes. However one always hopes game breaking changes will provide some sort of special bonus to returning players. thanks again.
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left game on overnight.. came back to the update and all my progress reset to 0, with no hint as to why or how long ago it happened.
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Thanks to everyone for their feedback. I now have an additional 17 items in my development back-log for this game. I will work to get as many in as possible for the next release (I will try to release once a week). Together we can make a game we all enjoy (and works...black screen not good)
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Seems too basic to me not much to do. The auto-clicker takes way too long to click so I ended up just pouring my money into my own clicks. Add a bit more and I could see this being a nice game to burn some free time. As it is it's just too basic.
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It would be great if you could add in an option to disable the SFX. After a while, all those little yellow blocks causes lag.
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Couple quick observations -- if you're going to use an exponential cost increase with a linear damage increase (and linear multiplication scheme), then you will rapidly reach diminishing returns, and the game will become sluggish to the point of painful/boring/quit for players. I would suggest you create additional multipliers or a smaller growth pattern on the costs. Additionally, without any indication of what the achievements could even possibly be, there is no real sense of exploration, no real sense of direction, there's only pure dumb luck, and that just sucks. One more note -- without an autoclicker, the game is incredibly painful to play (still slow even with autoclicking). Please reconsider your schemes for cost, damage increase, health, etc. It desperately needs balance. And maybe name the achievements, so there's a clue to what could be done. The click boxes are not obvious either, and I'm often clicking a few times to find where to actually click.
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simple but seems pretty good so far.
one thing I'd definitely like is to disable the particle effects, they can cause quite a bit of lagg
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Another thing, add in mini bosses at x-25, x-50, and x-75, each with increasing amounts of health and worth, with 50 having the current boss level health and double the current x-100 boss hp.
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Some additions/changes: Change auto interval/dmg to their own upgrades, reduce auto dmg cost but not interval cost. Show all achievements but have their details locked until you have gotten the previous achievement before it (i.e. 1000 clicks achievement will give visibility of next click achievement). Change achievements to increase damage by 100% instead of money gained.
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doesn't seem to be anything to keep me here any longer. i have 6x total and it doesn't really matter because that is a multiplier to money and not damage (money is worth a lot less than damage because of the scaling)
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would also be nice to have a statistics page with stats such as total clicks and anything else that might be relevant to the achievements
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would be nice to know what achievements i am working towards. sitting at 2x from the 1k clicks and need more ways to get more money because the blocks give the same amount of money per hp the further you go and the upgrades give the same amount but at a higher cost each time so it is quickly becoming futile to try to upgrade my clicking and the autoclick is really only going to be worth it when i can get it to around 1 click per second (well at least for keeping the price the same between clicks and autoclicks)
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consider making the cubes different colors, instead of a single variant with changing shades. an increasing hp/cash per cube gives more sense of progress. with 5 sec autoclick this isn't much of an idle game so better call it clicker block. 10 minutes for first prestige is okay, but after the second there isn't much progress.
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Your achievements need hints, even just some obscure bit would help give you something to shoot for. Also, not sure if its a bug but I progressed right through wave 3 and kept going to 5 to try and get a higher prestige multiplier but it stayed at x3. The next time I went to wave 5 it went to x4.