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For the boss battles it would be nice if we could keep hitting the boss even if timer is up, just not be allowed to get to the next level, feels like a lot of damage is wasted when we can't kill it and it resets.
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When switching to a an other game (not a browser one) that is fullscreen the game will freeze and you wont make any progress. if you have a other tab open while going to a fullscreen game time clicker does not freeze. it is kind of annoying because i want to have this game open on my second screen while playing something else
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So far is a quite compelling idle with a nice visual style. My suggestion would be to add a targeting preference to each team member so that they would go for a certain type of block first.
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Please add a way to activate all available abilities at once. I often find myself taking up a second or two of my powerup time on actually activating all my powerups!
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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So how about showing the real DPS, what is the point of showing some random number which doesnt mean anything. We are meant to buy upgrades blindly and hoping that they are good?
Not all DPS is used though. If an block has 10 hp remaining and you do 1000 damage to it, then 990 damage does nothing (which is why it can be good to click on a block a particle ball or rocket launcher is targeting). DPS efficiency is approx. 50%
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The flashing of the targeting indicators from different weapons on a single block at high rates of fire is seizure inducing.
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You should reduce the cooldown of '' gold rush ''. 30 minutes is too long. If it was 10x gold i understand the 30 minutes cooldown.
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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Thats cool! a game for the Oculus Rift turned into an idle/clicker game! Are you the same guy? Afterall great work, Looks perfect!
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@RazrShade the DPS is right, if the particle ball does 53K DPS, at less than one shot a second, it heavily overkills each cube, but it still takes one shot per cube. That's like using a cannon for killing an army of people, sure you'll kill someone with each shot, but it will take much longer than using a machine gun (flak or spread gun). Single target DPS is important when you get golden cubes and need couple seconds to destroy each.
P.S This game is an incremental, if you don't understand why it's fun, then incrementals just aren't for you.
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Just a few points about the game:
1) There's nothing meaningful to do after getting all the team members (getting more active abilities just takes more grinding - therefore doesn't count)
2) The DPS isn't right, I have a LvL 25 particle ball doing 53K DPS, but it takes almost 10 seconds to actually defeat a room with around 30K health.
+ if you agree, so the dev(s) can see
Not all DPS is used though. If an block has 10 hp remaining and you do 1000 damage to it, then 990 damage does nothing (which is why it can be good to click on a block a particle ball or rocket launcher is targeting). DPS efficiency is approx. 50%
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First time I reached lvl 105 I saw another timecube, but couldn't beat it. Reached lvl 110 a few times now and never saw a cube again, beside from the one in lvl 100.
What's wrong here???
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BTW, you save icon is a cloud with an Arrow meaning that it will go to a cloud... is it really saving it to a cloud so i can load it back from an other pc ?
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I can find "(Could make active abilities last longer, more time on boss, etc)." anywhere else, is there any artifacts you are thinking about that actually requires some originality? I understand that it is hard, I for one have a hard time to think of things but It'd be plenty interesting to see game changers in the artifact system, now that you've clearly made a changer to the "idle" system. Cool stuff Devs!
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love this game, stick to the same general formula , but adds a different flare! makes it a little more fun to not have just one target click
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There is still some huge balance issues.
The HP gain is far higher than the credit gain.
Actually it goes like this: Play till next boss, go offline, come back few hours, spend all offline money on upgrades, destroy the boss, face next boss and go offline again. This is no fun for an idle game
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I'm just starting (25 area) and like this game so far. Through I would really like to see how much is doing single shot of each team member and fire rate. It could be shown at buy button - DMG - X (with ZxY for multi target shooting where Z is DMG base and Y number of hit targets) and Fire rate X per second. It would be really nice thing.