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So far it's horrible. Everything gives and costs experience, even artifacts. When people play an RPG-like idle they expect...well....a lot more than this. If it does get good it will be an entirely different game.
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Good you added keys for multi-buy but you need to make the cost update so we can see how much would it cost to buy 10 or 100 ;)
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Thank you for the Shift and Ctrl functions! however it would be nice if the prices changed to reflect how much XP it will cost and if you can buy that many.
I completely agree, Christopher. We were planning on getting that feature into the release after next, if everything goes well. Thanks for the suggestion!
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At first i have to say it is a great game with a big opportunity to get a very special game. My second point is that at a point the cooldown number(in seconds) of the quests get to big that you dont know how much minutes it are.
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Ctrl click and shitf click is good, but it would be better if it show full price for 10 or 100 upgrades, not just 1 level
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I like the game, but to me it feels like the skills you choose, doesn't really matter, nor does the xp... yes, you use the xp to level up your skills, which in turn levels you up, but the time it takes to do quests, I'm always over leveled at the time that I can start the next quest up the ladder.. previously I was lvl 125 by the time I was doing the 4th or 5th quest.. either you get too much xp as the game is now, or the quests take too long to do. love the idea of the game, just needs a lil balancing. p.s. would love a save button or just to know how often it auto saves.
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Lp needs to scale diffrently with quests, at the moment its most beneficial to finish the first quest and then restart. Alternativly you could set a bar i.e. you can only restart after a certain quest or hero age
Yeah, we noticed the same thing. Hopefully the new family trait system will address some of those concerns... either way we will address that balancing next week.
It would, yeah... we are planning on adding that feature in the near future, but there are some other priorities (the family trait system, mostly) we need to take care of.
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When you Shift click to add +10, would it be possible for you to show the actual cost in each Perk? Same for Ctrl Click of course...
Can't wait for family traits
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I really hope LP spending has a real impact because as it stands, they don't really have any impact. Even with zero LP it took no time at all to earn all resource gainers. But since the quests are the only way to earn LP and they always take a set length of time, having more LP makes practically no difference whatsoever in subsequent playthroughs. All you do is sit and wait for quests to complete.
The LP will definitely have an impact that is quite different from the current version. We will still have the issue of those quests taking a fair amount of time, but we hope to address that with certain "traits" that will speed up quest progress and increase the amount of LP you get from a given quest. This should be an exciting week for updates!
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Is there any way to decrease the amount of time that quests take? You would think, If a quest took magic, that the higher your magic the shorter your quest time :( But that does not work that way ti seems, so theres no real benefit of going longer then the first couple of quests, since getting 6-8 LP at a time does give a significant boost to each new generation.
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It has potential. For such an idle game, it is really importent to explain the system with a ingame-way, like text box or even a F1 function will help. In my opinion, the main part of this game is the designing of a skill combination, any information around should be accessible ingamely(somekind like the knowledge passt from the family etc.).
Right now, it should include at least the following things:
1. how the skills are related to each other,
2. the perk list and there reward for every 20 level,
3. the informations about quests (at least those the plaver has ever unlocked/completed)
4. the informations about artifacts player has optained at least once
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Also you could make the quest longer but make them affected by your skills you choose, example: Reading a book 10 minutes reduced by 10 seconds for every lvl in Intelligence.
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This game desperately needs mouseover texts and more information. What's the difference between classes? What's the significance of choosing one stat over another? What's an LP? Shift click to do 10 or 100x what? Why no X/Y indicator for the blue progress bar? Is that levelup progress? If so, why isn't it changing? When does anything interesting happen? I've clicked up 1500 xp, character level doesn't seem to be moving or changing, and the only indication of any kind at all that I can do anything other than click for xp is the option to buy trainers at 6k xp, that will automate the clicking...allowing me to eventually buy artifacts starting at 105 million xp. The game has utterly failed to capture my interest enough to want to do that, and I can't tell if it's bugging out on my machine or simply terribly designed.
Interesting idea... we hadn't considered other sources of LP. We did plan to add a system of decreasing the quest time, though, which might help out with the LP. Watch for it in the family trait system!
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All good, plenty of potential, saw you recently added the shift/ctrl buying, but should add to it and show how much you're going to need to do the +10/+100~
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this is an amazing game could it get some sound
but it defiantly will be a game i spend a bit of time playing
good game :}
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Description for stats/skills, as well as something that shows what stats/skills affect other stats/skills, after you "record" them of course.
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thanks for the game but I think you need to find a way to connect exp with lp, right now it is like two unrelated elements (aside from the xp boost you get from quests)
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Thanks for putting in the shift / ctrl options, can you now update the buy price to reflect the change of cost when buying in multiples of 10 or 100? :)
Yep, I thought of that too. We will get the feature polished up in the coming week... wanted to launch it before anybody gets carpal tunnel syndrome ;)
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Every 20 levels I get a perk.. but why am I getting perks all the time for skills I don't have.. whats the point in that?
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I leveled up agility by 80 points and 4 times I got speed increases for skills that I didn't pick. Seems wasteful that it would give me a speed increase in artistry when I took alchemy over it for example.