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I'm not sure if this is true because I havn't checked... but i did realise alot of players recieving a java script / unity web player issue , just try to update your java script version ( not sure if that term is correct xD ) and make a deal with the devil by unfortunately... using FireFox web browser... witch means actually your gonna have to download java and Unity Web player for that browser :P. hope it helps! | + |
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the way i see this logic, correct me if I'm wrong but it says that it takes 5 arrows to make 1 Bow (forget the piece of wood). so if this is true... then it should take 10 string to make 1 arrow x)......
I'm sorry, but I can't follow your logic. When you mean that bows aren't crafted out of arrows, you're right. But when you wouldn't forget the pieces of wood, it makes more sense. Because then you would craft a bow out of the wood and sell a "bow starter kit" with a bow and 5 arrows. ;)
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An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
SecurityError: The operation is insecure.
I have to admit that there are still some bugs that I can't reproduce on my machine yet. Is this something that happens everytime, just once or randomly? I changed something with the last version, which I hope could resolve this bug.
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An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
:
I have to admit that there are still some bugs that I can't reproduce on my machine yet. Is this something that happens everytime, just once or randomly?
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An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
TypeError: dbg is undefined
I have to admit that there are still some bugs that I can't reproduce on my machine yet. Is this something that happens everytime, just once or randomly?
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It seems as if, you get a point for each zero you add to your money bank in the top right, like everytime i hit one more zero i get a point, but get 1 point less for each time you reset, so at level 5 you would need at least 5 zeroes before you get a point for the sixth one. It would be nice if you actually gave the point so it counted in the point counter, that would be very helpfull.
Yes you're right about how points are earned. There are mode details in the tooltip of the points label. I think the problem with your suggestion is, that you wouldn't know how many points you have right now, because the points aren't earned until you actually reset the game. Thanks for your feedback though.
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Sth. to hide the unecessary crafting (i.e. club) would be nice. Now I have the option to either put them in the same corner (then I still need to count them for production) or downgrade them to zero (then they make the research list confusing)...
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The game only plays in guest-mode for me... Clicking the login button just reloads the page and starts the game over from the tutorial.
If there is no bug, this means that the game cannot connect to Kongregate. This normally only happens when someone is accessing the iframe in which the game is running directly or from another website. But there could be other reasons too, for example when your using a proxy. Can you give me some details about your setup?
I'm sorry to hear that. Do other WebGL and specifically Unity3d games work for you? Please check your disk space and restart your browser or use another browser. I hope this helps.
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Could we have an indicator showing the DPS (Dollars per Second) that a building creates? Do the background colors of the item mean anything? Time taken to produce probably?
There is currently no DPS indicator. You could calculate it relatively easy from the offline summary.
The background indicates the product type (raw resources, processed resources, easy/early goods, semi-products, complicated/late goods). The type effects how fast the upgrade costs increase for example.
There were problems for me too, but I have the impression that it improved a lot since Kongregate's downtime on Wednesday. Could you try it again? I cannot do much here... I'm just calling a function and then wait for a callback, but when you have additional information I could forward them to Kongregate.
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Best Idle Game I've played so far!
Suggestion: A Money Gain sign? Shows how much Cash/Money you are making per turn over or per item the vendor/s are making.
if this comment gets likes lets take that as a person agreeing, is dielike than is disagreeing.
just a suggestion though and keep up the GOOD WORK!
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Tooltips are both in the right spot AND can be toggled in the options now! A dev that listens and caters to the player is worth their weight in gold. Awesome job!
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Played just fine but last update brought back the 'The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings.'
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Not a fan of being forced to reset less than 5 minutes into the game, then again in 10 minutes. Why am I resetting before I've unlcoked anything? Really dislike this concept and it turns me off playing an otherwise awesome game.
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An idea: Make "Armor Sets"... leather armor set, iron armor set, steel armor set.... you need a helmet, an armor, a pair of boots of the same material to make a set. The set sells for more money.
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The levelup system is too restrictive... it feels like it should be possible to do a long run and gain many levels by accumulating many points at once, but as far as I can tell it works like reincarnation in Realm Grinder: When you can level up, you have (almost) nothing to gain by delaying it. Having an actual debate as to whether long runs or short runs are better would be nice.
The debate would be interesting for me. I don't know if you have played Alchemy Idle Clicker as well. There were no points, the game just was reset regardless if you had 10 orders of magnitude more than needed. In other words you completely lost all the additional efforts. I added this point system to avoid punishing people who aren't playing actively, but use the offline progress for example. So for me it was more about being flexible about how players play the game.
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I had to open firefox to even leave a comment, suddenly on chrome I cannot play my game, says "Rats, WebGL hit a snag" and just redirects me back to the page I was at before. It ran fine earlier today, I haven't checked it in a few hours though and when I did the page was white. :/
I don't know if I'm able to help you here, especially because when I understand you correctly, you can't even load the non-WebGL Kongregate pages anymore. You should do a Google search for "Rats, WebGL hit a snag". It seems that there are a lot of sites and videos that offer solutions for the problem.
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Please give us the option to turn off tooltips. Like, even if it's a toggle that switches their opacity between 0 and 100.
There was a bug with the tooltip positions, so maybe the positions weren't the intended ones. Nevertheless I've added a tooltip toggle in the settings menu. I hope this solves the problem.
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Isn't this the exact same thing as Alchemy Idle Clicker pretty much...Just with crafting of items rather than making of potions?
I would say the core mechanic is the same, but there are a couple of new features, most importantly server save, offline mode and an improved UI to avoid big lists. There are also Vendors, Achievements, a new Research mechanic, item names and a completely different production chain hierachry.
Despite that I wasn't able to migrate the local savegames to the server-based ones, so I thought it's better to make a new game instead of having everyone to start from scratch.
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I do like this game the only suggestion I would make is a clear all vendor option or button so I don't have to hunt down my used vendors. I'd also like the option on a unit to purchase the required materials so that I don't run at a deficit. Other than that well done a big improvement from your earlier game that I played in beta.
Thanks for your feedback and the kind words. Currently vendors are removed when you downgrade a production unit to level zero, just in case that is the reason why you remove them. But it shouldn't be that much work to allow the "multi-buy" keys here too. I fear your other suggestion isn't as easy to implement, so it's of lower priority.
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noticed a bug but couldnt replicate after asceding to level 3. anyways when i had 0 cash i could press shift+ctrl to get a free upgrade
The savegame is server-based, which means you have to be online to save the game. You can close the game completely instead of just switching the tab. In this case you don't need a connection, but the game catches up when you open the game again.
Actually you should keep your vendors after resets. They are put back in the pool and should show up at the top left as Available Vendors.
If they aren't there you might have encountered a bug. In this case please send me some additional information about the amount of vendors you had and roughly when you did the reset.
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I think the new +10, +50 and max upgrade features are awesome, but I tried upgrading wood +50 and it wouldn't buy the levels.
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awesome game but if i could suggest one thing is weapon upgrades, i can have 1000 clubs and it doesnt produce anything. You should figure out a way to make it so that i can use 50 wood to put the club to level 2 then 60 for level 3 and so on and so forth for the other weapons
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X-(Y-1)=Z Where X equals your current monetary digit count, and Y equals your current level, that would mean Z is how many points you would receive upon resetting the game. Please correct me if my math is wrong, but if its right you could have explained that a little better in the instructions.
Yes the formula is correct. It's actually also shown in a tooltip for the points label next to the reset button. I wanted to keep the introduction short and I fear introducing this at that point already would have more negative effects than positive ones.
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very nice far as idles go. Wouldn't mind a small window in say the bottom right of the resource icons that display your current stock of what's needed. Say for copper blades it would tell you how many copper ingots you have?
Thanks for the suggestion. Do I understand you correctly that you want to replace the needed resources per cycle with the resources current stock? Imho the current information is more important. But maybe I don't get it.
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I've noticed that when using Merchants, they won't sell your inventory, only what you produce. example: I have 100 units in storage and produce 10/cycle. If I have enough merchants to sell 15/cycle, it will only sell the 10 I produce. Merchants should pull from inventory. Thank you for a good game. Love the music, too.
Thanks for the feedback. It was intended like this, because some players want to stock resources, so that they can use them for production speed ups later. On the other hand those people could also reduce the amount of vendors there... I have to think about it. :)
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Well. Now the tooltip placements have gotten even worse. Is there a way to make the tooltip fade after a few seconds?
There was a bug with the tooltip positions, so maybe the positions weren't the intended ones. Nevertheless I've added a tooltip toggle in the settings menu. I hope this solves the problem.
Thanks for the suggestion. You can hire vendors to auto-sell your items and you are also able to downgrade unnecessary production units. With those two things, you should rarely need to manually sell items at all, if you optimize your production lines accordingly.
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An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
SecurityError: The operation is insecure.
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Would be nice if the product icons had little numbers giving cycle change and total stock instead of having to click everything
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Having to re-establish your supply lines after every reset is incredibly tedious. Add this to the fact that your line gets longer after reset, and each reset gets progressively more tedious. There has to be some way that's more fun.
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Purchase tool tip still completely covers purchase button, which is where the current price is, as well as the top half of the production area.
There was a bug with the tooltip positions, so maybe the positions weren't the intended ones. Nevertheless I've added a tooltip toggle in the settings menu. I hope this solves the problem.