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Some idle games just don't feel right, but this one comes together nicely. It has a simple elegance and is well balanced. My knock on the game is that it has a very limited scope. There aren't many upgrades and it won't be long before all you can upgrade is damage. There aren't that many prestige bonuses and most of them have a max level. Moreover, there's a max level to the waves you can face, which effectively serves as end of game. These things are not in the tradition of the best idle games and based on the change log, i get the sense that the devs are done developing it. Still, it's good fun for a day or two.
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this game makes no sense with the weapon upgrading if i go the speed path it should lower the speed to a forth of it and the max speed and damage is less then what it was speed path does not mean super slow and low damage
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"khp/s" means "kilohertz per second". the names of weapons don't go back to the default after the ritual. the amount of lag when I click the attack button is absurd. and the auto advance automatically switching to locked mode all the time reminds me of youtube's stupid forced extra steps to do the simple thing it should just do on its own.
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given that quests, after about the 5th ascension, aren't really worth doing, compared to gold on damage spell combos, there should be a stop auto taking quests button or something.
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Cool concept! Can I suggest a slightly darker color for the background? Or give the player an option to toggle dark mode on/off.
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also a glitch when using the lock feature, if you lock then complete a quest it bumps you up to next quest auto...which im guessing shouldn't be a thing
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Great game! I feel like some kinks could be worked out, like how in the soul stone shop the Upgrades to the power up just say the power up description. It could say that it upgrades it more clearly.
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A bit flawed in gun choice. You get to choose damage or speed, but at the end of both branches, you get to increase damage indefinitely, so there is no point choosing the damage branch. Choose the speed branch and then just up the damage once you reach the end of the branch.
Damage branch always has higher damage. So if you spend, for example 1P of money, your DPS in damage branch still will be ~20% higher than speed branch. At least it supposed to work this way)
Hi, unfortunately I stopped developing on this game, because now I'm working on Progress Fight 2, you can join discord channel (https://discord.gg/vakezw2) to see progress.
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FWIW, to reduce overhead for projectiles, you can create sprites with 1/2/4/8/etc. projectiles in each one, then display only the sprites that add up to the required number of projectiles. For example, if you need to display 25 bullets, you'll only need to display b_1.png, b_8.png, & b_16.png. After the fire rate reaches a certain point, you no longer have to animate the projectiles; just create a static sprite with the right number of projectiles for the whole path and display it every other frame to make it flicker.
This is pretty clever, but the problem is if you let players upgrade speed infinitely, at some point it still will be too high. Yes, than you can make some kind of beam for all weapons, but I just think that 10-60 per second is already fast enough. Anyway, I implemented bullet pool in my WIP "sequel", so hopefully it will be enough.
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"You will loose all your progress in exchange of -9223372036854775058 souls"
I'm guessing this is my system problem, not something you can fix?
Happens around level 580 - 590 when the number next to the Ritual button crosses 9.22e18 souls.
Ascending gives me 0 souls.
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A duration timer/counter for buffs that aren't single use. Like the coin doubling one, I can never tell if I have it active or not if I look away from the screen for a short bit.
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Offline progress would be great. Doesn't have to be fancy. Gold earnings based on time offline, last chosen monster and dps would be enough to begin with.
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Noice! Great idler! Things wanted:
1) Sold skills on store? Marke them in grey♥
2) Making useless weapons more useful. Like %oh curr health with plazmaguns / gold income from machienegun/ eye debuf increas other weapons damage / ts laser resets cooldowns of skills
3) Lategame stuff, like global quest
(Please dont shoot me for next ones, that's just ideas)
4) (shooting point-and-click minigame)
5) (items/gems itemdrop, for constantly improving your favorite gun)
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It allows me to continue buying Breath of Death after it reaches max. Didn't notice that and wasted tens of thousands of Souls on it.
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Would it be possible to get some sort of boss rush mode that has you run through the bosses in the map, and if it takes you, say, 5 seconds to kill a boss it resets you to the first boss to run through it again?
You mean skipping regular enemies and just jumping from one boss to another and perform ritual after some kind of time threshold for farming souls? It's interesting idea, but you need to buy towers/upgrades anyway. But I think I will implement it
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It would be great if you could also show updated dps on a weapon in green text when you hover over an upgrade, like you show next level of damage or duration etc...
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saw that the auto cannon sometimes deals its damage twice and the projectile stays on the screen after its first "hit" is that what durability does?
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For me, the screen keeps flashing black rapidly. I'm not sure if it's specific to my machine, but it's the only game that does it.
You are not the one. I've seen someone complained about it earlier. I think this and black screen problems are related. Still trying to figure out the problem. What browser do you use?
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Suggestion fast/auto upgrade for weapons would be nice after ritual... (it takes more time to upgrade than to have the money)
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upgrading damage on "the eye" makes it stop doing damage until the next time its cooldown refreshes. Steps to reproduce: start new game. Only purchase upgrades on the light bulb, upgrade to eye. While eye is firing, purchase an upgrade -> monsters stop dying, even though the eye has enough damage to kill them in less than one second. Eye stops firing, wait for cooldown to finish, monsters start dying again.
DT1 is also affected.
Castle bonus multiplies all damage dealt by weapons. You need to capture some castles to get it. Luck does nothing currently. It did some bonus to skill point drop chance, but I removed skill points so now it's useless. I will release new update with better skills soon.
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"Out of bounds memory access (evaluating 'Module["asm"]["jj"].apply(null,arguments)')" on boot up. Anyone having the same bug / suggestions? Cant play the game rn sadly
Yes, some players had this problem. I will try to fix it. I think I know what the problem is. I got this error too, in chrome, but only when dev tools window is opened. Maybe try it in firefox?