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Fun game; couple questions:
1) What is the "frontier" for game purposes / capturing rare things. Is it the last level I've ever reached? That is not well explained in-game and should be.
2) As this is a beta have you not added some of the monsters to the maps yet? It seems to me like the rares and epics available of the beasts I've fought against are a small handful compared to the number of commons of different classes I've encountered.
The frontier is every area past your furthest outpost. It used to be only the furthest map, but we've changed it since the first release. Every tribe has roughly the same number of monsters of each rarity, but there are a few more arriving this week to fill out the ranks.
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Found a bug :
Not sure how exactly I did that but I'll try to explain as best as I can, I revived one of my monsters at the same time as one of the enemy died, and now my team is stucked. Theya aren't hitting the enemy probably cause they aren't touching the enemy team (cause of the spot created when the enemy died) but they aren't moving to them, (probably cause they already were fighting ?) so now I'm in a weird spot where nothing happens.
Going back home.
Thanks for the report! We have a huge rewrite of the revive and movement behaviors coming today or tomorrow which aims to resolve issues just like that :)
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My suggestion for this game to keep players is to have varieties. It is kind of repetitive after playing for a while. For instance, can there be matches against other players and special awards from winning?
PVP /would/ be awesome, but we have a few other major mechanics in store that we think are even better, with lots of special rewards (plus, they don't require us to write and perpetually host a PVP server :P)
If a monster is in both teams you can't use the replace option, but you should still be able to use the EQUIP option of a monster you want to use to replace it. Post in the bug reports thread or PM me if that isn't the case.
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Does anyone actually like playing games anymore? Who are the people supporting this plague of clickers idles. Send me some money and I'll tell you you're playing a game!
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Three more item slots and three more monster slots that don't need to be unlocked by buildings would put the gameplay in a sweet spot. As things are, there isn't enough space as one picks up monsters to save for formations but also for leveling and skill upgrades.
We'll probably keep the 6 item slots as we want the item inventory to have pretty high velocity, but we'll be adding more monsters slots and the ability to lock monsters from being accidentally sold/consumed very soon.
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I'd like an option to "lock" some monsters in my inventory to my dumb a$$ would stop selling the ones I'm keeping to unlock formations.
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I must admit the first 30 minutes of this game was fun. Unfortunately, it became very repetitive and I was bored a short time after. I stuck with it for an hour but I cannot see myself continuing. It certainly isn't a game I could see myself making micropayments for either. I like the pokemon style elements and the skill building/team structuring but at the end of the day its just 5 images hoping along over and over until they ultimately die and you do the same again.
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Found a bug. If you time it right, switching teams while changing maps can either leave your team slightly squashed or totally skip some enemies.
the mini units are kinda funny, it could work as the special effect for a 'shrink' ability.
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I don't think the formation mastery system works very well. By the time I cared to set a formation, my team was made of units I didn't have formations for. Switching in units i have formations for and they die almost immediately(2nd realm, so I cant restart at an area where they will survive)... thus not adding to the mastery counter. it looks like offline mastery is the ONLY viable method... which means deliberately taking time to NOT play the game for 20-40 hours to gain a 3% buff to defence. Maybe if online mastery was at 10 or 20 times the rate it would seem reasonable. Is this just me?
The system is in need of some love, but yeah offline is the way to go. It's a longer term mechanic than the active play. You can also stack multiple formations at once before going offline, sometimes 4-5 formations on each team. The formation bonuses aren't huge individually, but when you add them all up it's substantial. Also, time warp works to progress mastery if you're in a rush :p
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Any good counters for reflect? i just lose my dps to them, while my tank and healer survive forever withouth killing monsters
As of a recent update, Piercing can now be used to counter deflect. Higher piercing = less reflected damage. Attacks with 100% piercing now reflect 0% damage (likewise, an attack with 70% piercing would reflect only 30% damage.) Still tweaking it, but definitely wanted to provide a direct counter asap.
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all the update you are doing are very appreciated, but wont solve the biggest issue: Idle. You cannot go furter idling because the spawn system is completly wrong because you cannot idle and get to your last map if you played actively before. Using the Spd boost is nice but will hurt you for idle because speed boosts influence Walking speed + attack speed. Without that attack speed, idling is impossible to get Legendaries or Masters. The spawn chance is so low that even on last map, you rarely see legos or master. And if you happen to be lucky enought to see one, you need to be 2x more luckier to capture it. Honestly, this is really discouraging and this game is going to die before it goes out of beta because of that unrewarding spawn/capture/rarity system. If you want to keep player playing, reward them, dont keep them starving because they gonna go play something else.
The game is designed to be played in a more session-based play style, that is, checking in a few times a day for active play, and offlining the rest of the time. What defines a game as "idle" is debatable, but I think we can all agree that this game IS idle relative to a more traditional RPG. The game is auto-playing such that you can conceivably walk away from the keyboard for as long as it takes you to hit your furthest map, and offline progress is always earning for you while you're away. As for spawn and drop rates, our numbers are aligned with similar titles in the genre, and we've taken extra measures to ensure that streaks of bad luck are mitigated. We plan to continue to tweak these systems, and also make some accommodations for more active playstyles (such as the auto-seller, already introduced.)
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It would be nice to be able to see the skills of the monster being picked-up on the pop-up screen. That would make it so we don't have to go find it in the inventory to see if it is any good.
1. Equip the monsters shown to receive the global bonus
2. Leave the monsters equipped for the time shown to "master" the formation and receive the bonus forever even after unequipping the formation's monsters. Note also that formation mastery time accumulates while you are offline :)
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the skill merciless is bugged. i'm not sure if it constantly works at max potential, or not at all, but the dmg output stays the same. most noticeable during boss fights.
In the early game, selling really is used only as a last resort way to free up some inventory slots. In the later game, after you upgrade your Merchant, you can start to make money from selling.
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Also sometimes I'm clicking frantically when upgrading a monster and the monster catching screen pops up, making me use my gems on accident. Maybe it's just me but this could be reworked?
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Cute game with good customization/replayability. Agree with other commenters UI / sorting / locking would all be nice features as would upgrades like 'auto sell common creatures with no skills' etc. "auto go again on death" - Quality of life improvements.
Felt a bit over-monetized for what it is - very first upgrade and its like "oh look at all the things you can buy with real money!". Making the player -pay- gold to unlock this is kind of insulting. I get developers need to eat but this sort of cashgrabiness always gives a negative perception.
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"Travel 2 maps further than ever" is a bit harsh for a daily quest, given the fact that the game is being rebalanced and that can mean nerfs to DPS, resulting in a daily becoming too difficult to complete for more than a day.
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I was trying to sell a monster and then monster drop window came up as I clicked and it ended up spending crystal/diamond when I didn't want it to.
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There needs to be a second confirmation window for reroll because it's possible to click by mistake while doing something else since the window pops up all of a sudden.
Sorry about that, we'll look into it. I think you're right that it's a graphical bug--if you refresh the page they may have actually all been reset correctly it's just not showing.
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Gold gain is WAY to little, the creatures popping up at random when I go to click something else cost me too many gems on "rerolls", have seen loot that dropped and was unable to pickup (gold and items with free space) came to a monster that would not die, but also couldn't kill my team. Good start, needs a lot of balance.
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Hmm. Plenty to do, plenty to grind, not many gripes. "Golden Bettles" is a minor one; the major one is sortation. Is there are any, ANY way that once we pick a format we like, it could apply to EVERY sub-menu, instead of having to manually re-select for every monster and every trait, EVERY time?
Thanks for the feedback! We try to maintain sorting/filtering options between screens where possible, but I know it does get reset in certain workflows. I'll take a look at this and see if we can get it to stick in more situations.
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It would be nice to be able to lock certain monster so we don't accidentally sell or consume them. It also might be nice to filter which rarities to keep, and not even get the field popup for filtered rarities.
That's a typo. It should say "Stay at SPD +100% for 300 seconds" but that quest shouldn't be available until you've unlocked the 3rd level of the Gymnasium. We'll get a fix in for this today!
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love how you've incorporated active clicking into the idle, without making it game changing. look forward to some updates.