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I've had a lot of fun with this, but I'm kind of annoyed by the utter worthlessness that Gyms and Trainers come with.
At 70 Gyms and a good hundred Trainers, you're not even looking at a hundred million defense, but your enemies by that point are doing like 10 billion damage.
They're great in the beginning but by even a few hours in, they're completely worthless.
Sorry! The block still needs a lot of tweaking, it's proving to be a really really tough mechanic to balance (too much block and Trimps never take damage, not enough and its useless). I'm getting closer to finding the sweet spot. This is the first game I've ever made and my first time working with Javascript, but I'm really going to do my best to get the game stable as quickly as possible. Bear with me! Thank you for the feedback :)
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I am experiencing the same thing as Deanomyite. I was using Firefox and parts of the game were off the screen and unreachable. Swapping to IE, I got the table clipping. Like it was trying to figure out how to resize all the windows to fit, but was failing horribly.
My first goal for when I get home tonight is to tackle some of the browser compatibility issues. I didn't realize how bad it was on IE. For now, I'd recommend using Chrome if possible >< (I do most of my testing in chrome).
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@billybob very soon you will unlock the "maps" feature, which lets you play other, smaller maps with high metal drops. You'll also unlock another two housing types soon (10 and 40 trimps).
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Great game. Some comments: 1) Blocking is useless. By world 15, I'm blocking 0.0000078% of enemies' damage despite heavily investing in trainers/gyms. 2) Traps quickly become useless. 3) Wood is SO much more useful than food. After Huts, ALL housing requires more wood than food. 4) The multiple assign for jobs breaks down when you have a lot of trimps already. I'd have to build several mansions just to get enough trimps for the lowest percentage.
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using explorer and getting a jumpy screen from things resizing and moving around. Not sure but seems like you have everything in a and each thing should be in its own.
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Balance issues: 1. Block falls far behind in efficiency by level six. It costs a massive amount of wood to get a very small amount of block. 2. Once you unlock the mansion, farmers become pointless. 3. Your personal effort is much more efficient on research than anything else, but you get far more research than you need very early in the game.
Efficiency increases your "player modifier", not your workers. You'll notice after purchasing the upgrade that you trap, build, and gather twice as fast on whatever you are currently doing (Building, trapping, gathering science, etc.)
It resets the game! I don't have any ascension style mechanic in the game yet. I've been working on implementing a slightly new strategy to handle "ascensions", but it's not quite ready yet.
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Wow... I really didn't expect this amount of attention when I posted this game yesterday. I posted it hoping a handful of people would play and give me some feedback on some new balance changes, and I'm blown away. Thank you so much to everyone who has been sharing their feedback, I am reading it and taking it to heart. I'll spend another 8 hours of development on the game after I get off work tonight, and I'll keep trying to make this game the best it can be!
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Question, can you post a link to the non-Kong version of the game? I seem to have misplaced it, and I cant find it on the previous Feedback Friday threads. It seems to run better then the kong version does
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Nice game! Would it be possible to see learned tech because when i learned efficiency i havent seen anything changed but im pretty sure the description said all worker was twice as fast in all. Im still at the begining but if only huts bring in some more worker... its starting already to be hard to move foward. again thx for the game, i really appreciate it. BTW: This game doesnt work under Internet explorer.
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If the window is too big for you, try to resize it with ctrl+mouse wheel, It really helps! Upvote so everyone could know :)
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unless of course you mean for it to slow down there cause this IS an idle game... Well guess thats where Prestige/ascending comes in. If you don't want to tinker with the balance making the first prestige good around the end of 5 or 6 would be good.
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Half way through world 5 it slows down a crap ton due to not having enough workers to gather Metal for the upgrades. Also you end up needing so many workers on the Wood and Food for the houses and Huts which don't give a good ratio of cost per trimp. No idea if there is a new house type in World 6 but one around 5 - 6 is very much needed.
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After About lvl20 the upgrade cost of equipment isn't worth the cost, however with the addition of other equipment, i would suggest simply putting a cap on them
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In late game, only problem of yours will be wood. Food limit, science useless.... all workers are lumberjacks, but only missing wood ...
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I keep having this problem where either the panels in game like "Trimps" or "Food" and "Wood" keep shifting from two different places back and forth rapidly, or I have a problem where it wont let me scroll down all the way to see the battle screen entirely.
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Like others probably mentioned, Block uses it's usefullnes really, really fast. One option that comes to mind is to give the armor pieces Block in addition to Health, with a 100:1 Health:Block ratio (i.e. Boots 2 would give 51K Health and 510 Block per level). This ratio could of course be tweaked and balanced, but all in all I think it would be a good idea. After all, armor is there to protect from damage, no?
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Excellent game really sucks ya in, the only thing that would be nice to see is maybe some kind of resizing? have to make my screen fullscreen to see.
I'm hoping there is some kind of offline mode right? either way its good and keeps you in the loop. is there any soft resetting ideas coming along?
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World 4 to 5 is good balance wise. Just 3 to 4 is pretty easy. At the last row of 4 however it slows down to about 1.2 groups per monster and when you get to 5 you don't become OP
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Is there plans for an upgrade to trapping speed/count of trimps? Using 128 trimps to fight makes trapping seem better than +8 or 16 to any resource gain. Would be nice to have a build 10/25/100 of traps and also to increase trimps caught that way at some point.
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The jump from world 2 to world 3 is much bigger than from 3 too 4. 3 took me so long that by the time I got to 4, with Coordination letting me have 8 people out at once basically made me immune to damage for the first 2-3 lanes and the rest fell quickly
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For example, My army got far more min-attack than their HP, and their MAX attack just above my full HP, but every single army sent to them inst-killed without dealing any damage, how can their 2.04B-3.06B damage always kill my 2.94B HP army in one hit?
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I found that the battle result often one side inst-kill another without taking any damage, anyone can explain when will the game decide it is a one-sided battle?
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Looking forward to a prestige system. After conquering X world you get Super Trimps which can be assigned to different jobs for free and work twice as fast or can fight, but when they die they either have a recovery timer or are just reborn from the new ones. Or you can do something simple and make it like "Knowledge from the Ancestors" and just give a flat % buff to everything and be boring XD
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Is it possible to buy more than 1 trap at the time? I like to buy really much traps to clear maps faster when my lovely cute trimps die too fast:p
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XD haha, I remember when you posted this game over on the Friday feedback threads over on the Incremental games reddit :) SAdly, I had to reset the game, it tried to do my saved game over there, and NOTHING was happening :( Ohh well, still worth another play-through :P
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Like the game.
would be a little easier to see the production Que if it said "trap x45" rather than trap trap trap. maybe add a build 10 or 100 function