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i defeated a boss and refreshed without saving, it saves the cooldowns but not the fact that i defeated the boss, should get fixed.
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@gotoxy these games aren't intended to be played with an auto-clicker, so of course it wont support that click speed.
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I dont know if it is Unity 5 or you last update but now, if i use my mouse autoclick its kinda register all click even those that can be done because my mouse driver send too many click and when i unclick my button, the game kinda click for 30 mins. Before it wasnt doing that but as i said, can easily be Unity 5 since i was at 4 before.
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When I reach the boss waves I always divide the boss health by 30 (which is how many seconds we have) to know the average DPS required to defeat the boss. It would be nice to have a "avg dps to kill" on the boss waves somewhere so we players can know how much DPS we need to defeat that boss instead of going back and forth in the previous levels trying to figure out.
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There should ha bullets that have an effect like the splash damage from the rocket launcher. But poisoning a block or putting an expolsive on a blockafter a shot for a bigger explosion.
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When we're farming the stage which is the previous from the boss, it would be good to have a "average gold per minute" indicator (counting off the rainbow wave bonuses) so we could estimated when we should go back and get that expensive upgrade we're saving for in order to defeat the boss. PS: You could also add a "avg damage to boss" counter above the team dps (which would basically be which is the time we have to kill the boss.) I'd love to see that implemented and I bet a lot of players would also do.
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I don't know if this has been said yet, but Greg (of Kongregate) has specifically stated that no idle games will receive badges. No exceptions.
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@Cobraeik No it should not get badges. Few badges are based on time, and the amount of time that would need invested to get the impossible badge from this one is at least a month, but would not take even the smallest amount of skill.
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This game feels very similar to Clicker Heroes, especially some of the upgrades and power ups. On the other hand, its so much better: clicks actually need to be aimed, allies actually have different mechanics rather than just boosting your stats.
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Whats the reason to go past level 100? You get 5 time cubes from lvl 101-200 if the chance is 25% and you meet 20 bosses on lvl 101-200, so I dont see the reason to go further then level 100 for only 5 cubes on 101-200.
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Yes, the game is hard and repetitive. I find that it is following off of the base model that Clicker Heroes (CH) runs off of. I don't believe this to be a rip off and love that there are other developers who are making use of this model and creating something unique for this system. My first run through Time Clickers (TC) is reminiscent of my first in CH. It's painstakingly slow and with minimal gain at the end of the first several runs. I now easily clear 1300 in CH and given the model TC is riding ya just need some patience and consistency to build up the base damage in order push the levels with more speed and with a higher end cap. I think its beautiful how diligent the devs have been in listening, responding and implementing with such speed. For people who are having problems with the unity player try a different browser. I switched to firefox and my issues were solved and it ran just fine. I am incredibly happy with this game and am excited to see where there team will take us.
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This game REALLY needs badges. I think this game should actually have an "impossible" badge for doing all the achievements.
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I Would like to toggle some weapons on and off sometimes to see one specific Gun working, can you guys implement that please ^_^ ?
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Really?!? I asked the devs a question about how they solved something in the coding, and it gets downvoted?!?!?!? For what?? It wasn't an opinion, it wasn't trolling, it wasn't negative.
Are people really that depressed that they have to randomly downvote stuff on a gamewebsite just to feel somewhat powerful?!?!
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It's one thing to not want to double the click damage gained by the gun upgrades but quite another to not even multiply the extra damage gained by the reset achievements. That just makes upgrading the pistol beyond the first time for the skills completely pointless.
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too little time cubes given after arena 100, 25% for a chance to get 1-2 time cubes isn't justifiable considering how hard it is after the arena 100 boss
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After a little bit of testing, it seems like it's way more money efficient to grind up until you can beat the boss WITHOUT using abilities, as that way you can kill the blocks way faster. Hope this helps.
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The main flaw is that after Elite there are no more promotions, while at the same time the block-DPS keep increasing, thus making it impossible to get much further than, say, level 115.
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Unless this game gets an update soon it's really not worth playing. Quite frankly you have to reset everytime you reach lvl 100, as the gain from continuing is to low
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Love the consistency of updates, making it very addictive!
Suggestions would be to make the 'toggle all' feature for abilities visible on the game screen. A few times I've gone to use 1 and 2 while holding out for the boss wave and screwed all my cooldowns.
Also, a "Gold acquired in the last x" would be nice, as well as maybe automatically putting you back on the previous wave when failing the boss/mini boss.
Other than re-balancing Time-Cubes from later waves etc. it seems to be going great!
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The balance for the weapon costs is way off. Rockets and Particle Balls, for their cost, are far inferior to the other weapons until you've completely maxed everything, and even then I'm not sure the cost outstrips the damage, but that's the only time they really do more than the first 3 guns.
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why does everyone down-vote glitches/bugs they didn't get? up vote it so the dev can see it, fix it, and the bug won't happen to YOU or anyone else
They currently give you an extra 10% DPS per cube. We're working on our Artifact Update which will allow you to use your Time Cubes for additional skills, like changing a regular block on an enemy to a rainbow block.
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I have to ask how these DPS bonuses works in coding.
If I get 5% extra DPS then the code have to recalculate both firespeed and dmg for every weapon and upgrade? Or how did you solve that?
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I've been playing this game for few weeks, I really like it.
Since today, the game wont load. When unity web player finish loading, i get fatal error couldn't switch to requested monitor resolution then UWP crashes. I tried to search, to know if it was a user end problem and it seems to be more a programming issue from my understanding?
I haven't change any of my dual monitor res, i tried both (1920x1440, 1280x1024) and tried with game not in full screen as well with the same result. Any advices/comments welcome. Cheers.