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Man I remember I started playing this game just when it came out, I had done a lot in a week and lost all my saved progress so I stopped playing. Now I see it's even better and it has a story! I see good changes and I can say this game is a masterpiece, the lore is pretty entertaining, and everything is better now, and I can see it's more secure to save your progress now :D
And I have no idea what light clones are. There are none in the game.
In the game you can only create light which is a material to create or build other stuff.
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Afky God description "this is just some minigame that has nothing to do with the rest of the game" but actually it gives statistic multis?
Hm I added them a bit after I wrote the description. But statistics multi are almost negletible for most of the game unless you climb up to higher P.Baals so it almost has nothing to do with the rest of the game. I guess I can add the word "almost" to the description.
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Clones left on pets are shown as zero while the pet has an empty hunger bar, in the tooltips on the pet overview screen where you see all the pets. Make it show the actual number of clones, please?
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Can you make it so I can hide the god avatar? I play at work and it'd be less obvious I'm slacking off if there wasn't an anime on my screen.
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Ryu, can you make the export / save / import / load behavior configurable in the settings? I'd like to be able to export to the clipboard in the steam version as well. It's more of a hassle to get my save code to the file where I keep it if I first have to track it down in that file that is created automatically.
Well the export/import only works in the webplayer version which isn't supported from unity anymore. I need to replace it soon with the chrome version where it won't work anymore. So even if I would add this to the steam version, it won't be possible to use it in the webgl version or android.
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Played it when released (up to P.Baals), 4/5. After seeing all the regular updates FOR TWO YEARS I thought I'd try again from scratch and now I'm up to P.Baal17 (and a couple of challenges) after a *very* leisurely 2 months (yes, I know that's lame, but I'm having fun :) ). I've played every idle game I've seen, and this is the best. Massive kudos to Ryu82 for continuing to develop the game for so long. 5/5 and it's not enough.
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The input fields for numbers are very inconvenient in a certain way. Let's say I want to correct a '6' to a '5'. As soon as I erase the '6', it immediately creates a zero, forcing me to fumble around trying to get rid of it so I can have the '5' in there instead of a '50'. Make it put a zero in there only if you move out of the input field while it is completely empty, and not before.
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The new alert button is great... could we also have an alert for UBs being ready to fight, and maybe also pets not having clones to fight? Also, these alerts should be configurable. Some of us might only want to see pets being hungry when it drops below 50%, and sometimes UBs being off cooldown might not be of interest, so it would make sense to be able to turn certain alerts off.
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The game likes to lose its tooltips. Sometimes when I come back to the game and mess with Afky God, I can click the buttons and spend XP, but the tooltips are missing until I toggle the AFK button back and forth.
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The previews for certain avatar customizations such as hair don't seem to work. It's not just the new hairstyle, I can't preview long hair (anymore), either.
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The divgen reminder is nice, 50 GP well spent. It would be cool if the warning was especially prominent in the planet screen, to help avoid killing UBs with empty divgen... Maybe an extra warning text in the fight preparation screen where you can decide to use the powersurge boost... hopefully I'll manage without, though.
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Could you make it so that in TBS you get bonus hits if you hit the mark more than once during the same progress bar? Like, if you hit twice during the same filling of the progress bar, the second hit is doubled, and so on. I think that would make it a bit less tedious if you have opportunities like that to watch out for, and it would especially speed up the first few hits when the score is all the way down. What do you think?
I'm not really sure I want to do that. I like the simple style of the game like it is and my own drawings are also not the best and I probably don't want to hire an artist for this game anymore. It is too old for that now and most players who want to play it already played it.
That means adding many art / animations now would mean a lot of work to do or money to pay for artists for little benefit. But my next and new games will probably have more art / animation than this one.
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The damage resistance numbers of the UBv2s are still out of whack. The lower the UBv2, the bigger the discrepancy seems to be. For example, in my usual feeding of 6 poisoned planets (and 3 real planets) to Planet Eater, I see his displayed damage resistance dip down to 39% briefly. I'd like these numbers to be reliable again, please?
Hm I just tried it out and it exactly reduces the resistance by 5 for each poison planet and increases by 3 each planet. It doesn't go to 39% with 3+6... It went down to 79% for me and stayed that way. Can you write me the exact sequence you do, so I can somehow reproduce this?
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Could you make the command to make evil creations respect the "create clones if not max" setting? Ideally, I could hit the button and it would continue refilling lost clones, then make the evil creations up to the "stop at" setting, then go back to making regular creations.
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Could you add a setting for each creation that says "never make this by hand?" Maybe also "never auto-buy this". Maybe you could have three buttons like for the different next-at modes - "1", "2" and "off". Is it too much to ask to give us the tools to set it up so it can autocraft in an intelligent way? No matter how many CC I get, I'll never be able to make enough light or stone to make planets or suns respectively. The settings available to us don't let us deal with this problem, not even with the next-at feature.
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Some things I wish the game remembered upon loading:
- Don't default back to the detailed creation view, instead remember that I was looking at the list view, maybe even where on it I was looking at.
- Don't default back to 10,000 units when deciding how much of something to put in the divgen. I want it to remember how much I had set it to.
- Please make the game remember the number of clones I had selected for moving operations. It defaults back to '1' and I have to click that 'max' button again each time I load the game.
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not sure if a bug or not, when fighting in "special" you can hold down a kill and click away from the screen, then you can release the skill key and the game still thinks you are holding it down
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And fifth day. Game starts as if it was hard-resetted. Good thing my online save still exists. Do I have to manually save and load my games every time I login, or is this game forcefully trying to make me stay online permanently?
Hm no idea why it hard resets for you. It seems like rare issue, as you are the only one who reported something like this to me. Are you sure, there is nothing on your browser/pc which might clean up cookies/cache or something like that?
Or some add-on which prevents saving.
If you press ctrl+shift+i, does it show something in the console which might hint of something which went wrong? Also what version of chrome are you using?
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For some reason, the damage resist multiplier of UBv2s pretends to be much lower and not start 100%, and the number shown fluctuates weirdly, but as far as I am able to tell, the mechanics still work like they used to. What's up with that?
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I just clicked feed all, and it fed shitty food to some of my pets because I didn't have enough mighty food for all of them? What the hell? In this case, it should only feed as many pets as the amount of food you have, and maybe throw up a message telling you that you didn't have enough, but not feed inferior food! :(