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As you already mentioned, I think time cubes should be more like an artifact system. That opens the doors for many creative ways to make higher level progress more entertaining. Besides the standard DPS mods, cost reductions, skill cooldowns and activation times, you could implement many game specific things. For instance, an artifact that makes your spread shot skill hit wider and/or vertically. Also, people have been asking for targeting, why not make them artifacts? You have to earn the "attack strongest", "weakest", "lowest hp" abilities. Perhaps you have to unlock higher grade promotions or teammate crit mods.
As a long time fan of idle games who's played almost all of them, I must say your game structure is unique and entertaining. If I had one real critique it would be that the longevity of an idle game is in the ascension growth. The ability to unlock new things keeps it novel. Otherwise it's just grind, collect, reset, repeat. And that gets boring awfully quickly for most.
We're currently working on the Artifact system which will increase the longevity of the game. We discovered a long time ago that it isn't fun developing in a vacuum so we wanted to get the first part of the game out while we worked on the second half. So there's definitely is more to come.
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I'd like to start by saying I really like the ingenuity of the game. As far as idle games go it has a great balance between active and idle and I enjoy how interactive the actual action part is. It's not just click the mouse like mad, as many idle games tend to be. The graphics are good, music is good, and the overall idea is solid. Here are just a few suggestions that come to mind that might improve the replayability of the game:
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seems like the only reason to ever upgrade the Rocket launcher or Particle Ball is to get the crit or team DPS upgrades. They cost too much for the DPS they do, Promoting the Pistol, Flak, and Spread guns do way more DMG for their cost.
You can only re-play the wave before the boss. If you're on the boss level you just need to click on the arena icon for the wave before the boss & then click the boss arena icon to go back to the boss wave.
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Right, just loaded again a few hours after stopping and my skills all have 4 hour cooldowns... how is that even possible?
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I just time warped. What is the use of the time cube ? For now I just see that I rebooted the game and that's all (which does not make me want to continue).
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You guys do know that you can use the numbers on your keboard to active the abilities right? Takes less then a second to "swipe" from 1 to 8 for me.
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Does the multicolor ball give the same amount of gold no matter when you hit it? It gets bigger and smaller as it comes and goes and I sometimes superstitiously try to hit it at its biggest ;p
When a rainbow ball appears on a level it always has the same amount of gold. The animations where it changes in size is just to make sure you notice that it's there :)
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What happens with, for example, flak cannon's extra projectiles when there is only one block left? All three are hitting this block or do I lose DPS?
If there are fewer targets than projectiles then it does less damage. If the flak cannon has 4 projectiles but there are only 3 blocks left, then 1 projectile will miss each shot.
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Thanks to a TV commercial from last year, I keep mentally hearing the music as "Boots and PANTS and boots and PANTS and..."
Currently Time Cubes give you an additional 10% DPS per cube. We're working on a major update that will include an Artifact system which will have additional uses for your Time Cubes.
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A "no time limit, but no level advancement" mode for bosses would be pretty cool. . . but then, the whole game is already pretty sweet :)
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Not necessarily a bug, but there is a clear difference in using click pistol's spread ability between windowed and full-screen. Perhaps consider making the pistol spread a fraction of the current window length?
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I wish the promote would tell you how much more DPS you are getting out of your weapon. It seems random to someone who doesn't know the exact formula.
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I think a good fix would be that the bosses don't reset after 30 seconds, but in order to move to the next stage, you have to beat in in 30 seconds. That way your money intake doesn't dramatically slow down just because you didn't kill the yellow boxes.
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there is not much info on timewarp ingame. And what are time cubes good for? Is it like ascending and I can use the cubes to move forward in time? Just wanna know how many I should have before I use timewarp the first time. Thanks
Currently Time Cubes give you an additional 10% DPS per cube. We're working on a major update that will include an Artifact system which will have additional uses for your Time Cubes.
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I've now played far enough to realize the horrible truth - elite is the last promotion which puts a cap on realistic progress you can actually make per timeline. Even nuking the boss with every ability at once besides 7 and 0 won't help bypass low enough team damage considering how astronomically better promotions are at increasing that. I figured promotions would be infinite or at least more than 5, this blows.
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One thing I'd be interested in is letting NumPad also having use for the abilities, going across the top of the keyboard can cause some issues with getting all the right numbers in a reasonable time.
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There does unfortunately seem to be either a memory leak or this game simply consumes too much CPU (usage, not memory). Running this alongside a VM or two, this uses more of the CPU than the VMs (This ~21% usage. i5 2500k)
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Really wish Flak Cannon wasnt the 2nd auto gun. I might be playing it wrong, but because of the whole mass DPS boost from ranks, Im typically rushing for the next rank - so most of my DPS comes from gun #1 followed by #2, trails off with #3 before Im near ready to upgrade #1 again (I upgrade #4 & 5 around X76 of gun #1, so its already towards "the end" of the current rank and they have a very short time that theyre of use)
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I just now realized that they're like the other upgrades and are a straight addition to the (original timeline) 1x multiplier (so if you got 90 time cubes your first timeline you'd add 9x by those and next timeline would have a 10x total multiplier). Still, it'd be nice if it conveyed that information somehow a little more obviously.
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I really wish the game gave some idea of how the time cube multiplier worked so I'd have a better idea of how many to try and get per reset. There's clearly diminishing returns since 20 are worth only 3x vs the 2x of 10 cubes but I have no idea how big my multiplier will be if I get 30/40/50/100.
Update 0.6.3 includes a toggle in the options menu that makes it so all Active Abilities (except Dimension Shift & Cooldown) will be activated using quick key 1.
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It's nice that when you buy multiple and you don't have 25 it tells you how many you can buy, but how much do all those cost? I don't want the cost for one, I want the cost for all of them! Update 0.6.3 please? :3
Q is already used for Quadrillion, so to keep the suffix relationships simple, we start going a,b,c... Some people have requested Scientific notation which we will take a look at too.
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I've seen the following occur intermittently:
1. Ensure you have upgraded something to a multiple of 25 (i.e. 150)
2. Set the multiplier to x25
3. Click and upgrade the item from step 1
Observe: The DPS goes up, but the Level doesn't change
Expect: The DPS to go up and the Level to increase by 25.