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Is there a limit to how fast you can click to attack with the little pet buddy? It seems that no matter how fast I click his attacks dont go faster than a set limit
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This is probably the best idle games I have ever played, but its a little too vague with how things works, for example Zirca says it will "Increase ATK based on current HP", however when I buy a HP upgrade my ATK goes down because Zirca is actually based on current % of HP and not value of HP.
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16 clears of any sublevel to max out the Artifact for that level. E.g. 16 clear os 1-1 easy, or 1-1 normal. When you max out the 6 artifacts from 1-1 and 1-2 then you should skip 1-3 hard mode, because 2-1 easy mode will be easier. You will up your Anima level, and eventually be able to take on 1-3 Hard, and not have it take 2 or more days to clear it, or need to monitor it actively.
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It takes 18 clears of 1-3 (Evening Hop) Easy, -------
to MAX out Veldt Buckler.----------------------------
You should NOT got to the next level nor difficulty -
until you have Maxed the artifact from that level. --
You can only max the artifact from that level, by ---
playing that level over and over beating the Boss. --
Each clear gives experience points to your artifact.-
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The most important early upgrade in any level is PIERCE. This allows you to hit the enemy behind for a percentage of your basic attack. From 1-3 forward, you will need to split early XP between ATTACK and PIERCE.
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There should be a system setting, or upgrade, even if it's a spirit (worst case scenario) that INCREASES the spawning speed.
A plain old 1X 2X 3X speed button would be best, and much appreciated.. Otherwise, the rate at which you can finish a level is capped by the slow spawn speed of the creatures.
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There should be a description of the artifact unlockable for that level, when you are on that level for the first time.
1-3 shouldn't show "???" for the artifact. I should know what I will unlock by beating 1-3 Easy - by giving the artifact an actual description.
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To bad it doesn't run when the screen is not at least partially visible. I should be able to run this in the background. When offline, I get XP, but do not move up in stage. So when online I want t move up in stage without this being the active window, or being visible.
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it's sad to see such a great looking game, with such a great looking art style to be a grindy game. It has such great potential, i and bet the late game is great, but i wouldn't want to grind for a week for a good spirit, in this flash game. But idk, + if you agree.
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Again, visually the game is great, but while there's a TON of grinding you can do, it ultimately falls flat because participating in the grind leads to nothing, nor is the grind actually engaging enough beyond your first few days of playing to really be fun.
At best I can give the game a 3/5, but unless you REALLY want to see numbers going up agonizingly slowly with minimal gain, I cannot recommend trying to get past the first 3 levels of the first world.
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While the rework into making the grind a bit shorter is a step in the right direction, it still doesn't solve the issue of the grind leading to absolutely nothing, which is far worse than having too much of a grind. The grind is only bad because there's no real point to it. Games like NGU take quite a while to beat, with dedicated players taking years to get to the point they have, and yet because of all the unlockable stuff and stuff to do sprinkled throughout those several years, it's not just bearable, but enjoyable, and it feels like you actually achieved something beyond gaining what, a 10% cooldown reduction after a week of playing?
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After trying to pick up the game again, I'm on the slog of getting past the first world, and yet despite all this time spent trying to do so, nothing new or cool really happens, nor did it happen the first time again when I reached the 3rd world after many months. So if there is some unlockable stuff later on that actually adds to the core game instead of extending one facet of the game, that is, having new areas to go thru and do the same thing over and over again this time with a different palette, then maybe placement of rewards needs some hefty consideration too if it takes this long to get a whole lot of nothing.
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Something at all that you can do beyond just sit there and watch your one character mindlessly fire away and occasionally upgrade a stat or two?
There's plenty of idle games out there that have pretty nifty and engaging gameplay despite being pretty simple, so it's not like there's a shortage of ideas of what you can do in an idle game, nor is there shame in it considering it's FAR better than the alternative of not having enough to do, and considering the visuals are pretty nice, I think it'd help make the game stand out much more.
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The lore in the description seems to revolve around the main character going around collecting Anima for the world tree in a rather barren land, and it fits, detrimentally so.
Perhaps you can run into merchants and purchase items, upgrades, or powers from them to help you on your adventure? Permanent upgrades maybe?
Perhaps other playable characters can be added with different abilities along with the possibility of running several areas at a time to help level up artifacts and collect Anima faster?
Maybe clearing an area can get you some materials you can use to craft some items that give you a boost, temporary or otherwise?
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And once you get these spirits or artifacts, what's next? Kill all the enemies in another area, get another artifact with low stat boosts, and then do it all over again, leading up to killing all the enemies in the next area, and so on. There's really no point in moving on besides seeing the Anima number and tiny artifact numbers go up, and maybe the occasional spirit that can actually be considered useful.
Progressing takes ages to do, and when you do progress, there's really nothing new that happens at all. No achievements, no storyline, and nothing to spend all that Anima you collect on. The reward for spending such a long amount of time trying to progress is virtually nothing beyond just seeing numbers go up very slowly. One could argue most idle games are like this, but with no real gauge beyond "I can finally clear this next area without grinding for ages now", there's really no real reward for the progression.
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Unfortunately, this is pretty much it.
I think a big problem with the game is the fact that despite needing to spend so much time to progress, there's really not a whole lot to do.
Finding different stat raising combinations isn't really that engaging and while the spirit combinations can help, you still get locked behind not having all of the spirits easily accessible without spending a large amount of money or a huge amount of time to unlock some good stuff, and before that happens, you just kinda go through each area over and over and over again without unlocking anything new except grind Anima to boost your DPS, which is all Anima does.
Sure you can unlock the artifacts and level them up, but it's really hard to get excited over this considering it takes a while to level them up for mediocre at best stat boosts.
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Despite not playing this game in a while, I suppose I can leave a few comments about the game and how it goes down.
The art style is easy on the eyes and fun to look at. There's a couple things here and there that are a little low resolution compared to surrounding elements, such as the character sprite, but otherwise it's still pretty cool. Visually, the game is pretty nice.
The gameplay revolves around waiting for your character to shoot arrows at the enemy while also utilizing several skills to deal with enemies. You kill enemies to gain EXP, and you level up and spend skill points on raising your stats.
Spirits can be unlocked as you clear the daily tasks and clear the challenge mode. They do several things such as boost stats even further based on certain conditions or do things like knock enemies back or slow them down.
After clearing an area for the first time, you unlock an artifact. These... Also raise stats for the most part.
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Fun idle game not really sure how the high scores are calculated for highest damage. Kinda wish there was a sprit reward for every 25, 50, 75 or even full 100 levels cleared. but the weekly challenge mode is very fun tho.
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the resets are annoying. why not give in menu an option for people who WANT to reset and not resett all? losing my data frequently is very frustrating to me...
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Is there a way to recover my old save ? I have been playing for some time and was away for the whole of last year. Came back and found out I have been resetted...
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Good game, but I think the leveling should be a bit slower, and maybe (if the leveling is slower) increase the skill points/less skill points per level to balance it.
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Would it be possible to remove the '!' indicator from the 'Instant Rewards' button? It triggers an alert on the world map, which should only have them for actual events there.
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Uhhh... So I'm at level 63 and I just started the game... I have no tutorial and no way to play this, is it possible to delete my save and restart?
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there was an issue loading the unity part of the game, error: reference error: kongregate is not defined." but it is fine once i hit ok. i dont get it, but this probably means somthing to someone.
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Hello. i cleared level one and unlocked the artifact, but level "normal" is not available. what dit I miss? and it would be better if artifacts and upgrades where share between areas