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Tool tips meh. The bigger issue is the WebGL issue, keeps cropping up for me. I have no other tabs open, using Chrome, get to level 50, hoping to get to 300, game randomly crashes, can't keep playing this if this issue continues
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Out of memory error the moment I activated Bounce (0%->100%) at wave 400. Also, Electricity Chance seems OP: I activated it around wave 300, when I needed around 5 shots to kill an enemy, and suddenly 1 shot was enough, even if that enemy was alone (so no splash damage involved). Seems that the skill hits multiple times.
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ooh... just had a tought... multiplayer? maybe if you add the barracks we could have a little battle with other players? the servers could be just locally hosted or if kongregate has a server system of its own you could use that... i would really like to strategize against other people :)
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Ran into the un-targeted enemy glitch again. For reference: was about wave 60; had darkness, nature, earth, air, lifesteal, multishot, and rapidfire attack upgrades. Only defense upgrades were hp. Held out for another 8 or so waves, then got a whole bunch more untargetable enemies at once (like 4 or 5 of them) and promptly died.
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500 Gems reaches to get Superrich I have bought everything now i buy only Critfactor an getting richer and richer every wave.
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GG, the tower stop firing and i died. Once i pushed the Air Bonus at 68% i got many weird thing happening like... no more knockback for a round and then, they were getting in air a lot, then my tower stop targetting closing cube and then stop firing at all :( I had to spend all my gem to get to that 110 waves. so lame :( I only seems to be able to get over 40-60 using gems. Wish some ppl would share their strats cuz im losing my interest pretty fast since i saw you consider nerfing gem upgrade. been playing for 2 hours for about 65 orange resources. Really dont like the ratio.
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Would be lovely if the enemies drop more coin as the waves progressed. It's quite hard to get past 40 - 50th wave without using gems, as the tower's capacities doesn't scale as fast as the enemy blocks
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Idk if you noticed, but the high scores are ppl that used cheat engine so you can't really base your game on that. It's almost impossible to get 100 of that, and even if I get one, I really doubt that it'll help me to get more of them.
The all time ones are definitly cheated but I dont think that all of the first 100 daily users are cheaters. (Wave 200 seems pretty legit to me which should be equal to about 210 special resources. Don't forget about the starting bonus which increases along with the maximum wave, the all time damage dealt and the maximum upgrades bought). Thanks anyway for your feedback, I'll consider increasing the amount of special resources per boss even add a total bosses killed bonus. :)
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It feels like the workshop upgrades, given how long it takes to earn a single point, should really work differently. Right now, increasing a stat via the workshop also increases the cost of the next point as if you had purchased it regularly. Your first workshop point is worth, at most, 50 resources, which seems unsatisfying for killing 100 bosses. Maybe i'm misunderstanding some part of the system, but if not I think you could greatly improve it by simply making workshop points not impact the cost of the next upgrade.
Thank you very much for your feedback. In the future there are going to be multiple ways to earn special resources. (For example the factory is going to produce them automatically if you invest your first few points into it.) The amount of special points earned increases slowly based on the wave a boss occures (1 for the first boss, 2 for the second and so on). So for now after around wave 200 you'll end up with 2 workshop points but after wave 400 you'll receive at least 8. But if it still feels to expensive if in the final version I will definitly consider your idea. :)
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Game don't run because of this error: An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
NotFoundError: The operation failed because the requested database object could not be found. For example, an object store did not exist but was being opened.
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Got two invincible enemy cubes that just sat on my tower doing damage. They'd get knocked back by nova every now and then, but my tower never shot at them. Eventually they killed me; rather frustrating.
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Special resource rates are too low, surviving to 32nd wave gave me 6, and i need 100 to make a single const level up to any upgrade, which will take years to double the base income/kill.
Each boss is giving you the wave they are appearing in divided by 10 as special resources. (So the first boss rewards 1, second 2 and so on). If you are above wave 200 you would receive around ~210 special resources. (This should be possible even without permanent upgrades according to the highscore list.) Since the upgrades are permanent you can reach a higher level sooner or later which is going to speed up the process of gaining special resources. If more people are agree that the price is too high I will increase the amount of special resources dropped by bosses. :)
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Hi.. I'll be happy if u disable possibility to hide upgrades window on click somewhere else then upgrade button ... Please, Leave only key 'ESC' or add close button .. so many times happens when i invest all my gems saved for one best possible run is wasted beacause i misclick and instead of upgrade crititcal ability i close window and lose before i can reopen window and click again ...
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Doing a nice run right now, wave 421+ atm, with almost all maxed out but no multishot, rapid fire, bounce skills (left at 0%): no crashes or exception errors! Hope this helps!
Thanks for your feedback. I think the problem occures when the different chances are getting to high since a multishot (with 10 missiles) including rapid fire (with 10 missiles too) could easily create a 100 missiles within 1-2 seconds. I think I will add a lower cap to the missile amount in the next version. :)
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Here's some ideas for the town buildings: Laboratory should open new types of skills beyond the research tree in the game or just replace it totally.
Factory should allow you to add more towers around your main tower maybe? Or it could allow you to make troops to distract/fight the enemy troops.
Hey your ideas are actually pretty nice. I am going to tell you what I had in mind: The factory allows you to produce/convert different kinds of resources even while being offline (so there is an idle factor), the Laboratory is almost exactly what you said: It is going to be used for unlocking all techs and features (for example start at Wave 10,20,30,...). The research is still going to require some time but it is going to continue while playing and being offline. Each building is going to have its own currency so you have to carefully select how you are going to invest your special resources. I wrote the idea of troops and smaller towers down. Maybe I'll add barracks or a construction site. ;)
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Most people seem to complain they die at about wave 20. Most likely because around that wave it is no longer possible to one-shot the enemies and it's a massive hurdle to overcome. You either die, or make it witch 2 shots per enemy and can go on for another 20 waves or so. There really is no inbetween with that. I think it adds an element of strategy but many seem to not like that wall.
Thanks for your feedback. It is really difficult to balance to the game at the current stage because half of all feedbacks are "the game is too easy" or "the game is impossible/has only useless upgrades" (useless upgrades is partly true atm ^^).
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what is up with these long chains of horrible gaems on kungregait? FFS, add good gaems that people actually want and that make sense.
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Game won't start, says "You need a browser which supports WebGL to run this content. Try installing Firefox" - I am using Firefox 45.0.1
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Game stopped working several times in wave 100-150.
"11:45:01.397 uncaught exception: undefined - Exception catching is disabled, this exception cannot be caught. Compile with -s DISABLE_EXCEPTION_CATCHING=0 or DISABLE_EXCEPTION_CATCHING=2 to catch.1 "
If it helps. The last enhancements were related to bouncing .. this time.
The last version that has worked fine was as only "speed x2" was existing.
Just a memory overflow has broken the game for me at this version.
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1) game is more balanced now, i was able to play decently till later levels
2) take care about exploits - i managed to harvest 30 gems only by hitting skip button
3) the game deserves 4 start but given the fact that you are improving it and taking into consideration what players are saying, i will gladly offer you 5 stars.
Negative money issue will be fixed (its because the value overflows and the first bit becomes 1 => therefore it becomes negative). I never actually planned for people to receive such a high amount of money. Do you know by any chance what happend right before the tower stopped attacking?
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Nerf the option to buy with gems ASAP because they break the game once you have the "Gem chance / kill" skill! My suggestion is to make that, after every buying with a gem, the cost in gems of that skill increases by 1.
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Ive gotten to about wave 61, and have almost all upgrades unlocked, however I find it a shame that a lot of the upgrades simply are too weak. For example, I need to invest into specific color resistances, and its too expensive to invest in all of them, let alone a single one. Meanwhile I can easily buy moar damage against all types, but why would I buy a dot(fire effect) when singular enemies die in less than a second? A lot of the elemental effects could really use that you say get 2% or 3% for one upgrade instead of 1% to make them more viable, or alternatively change it to be 1% effect happening 100% of the time instead of it being a chance thing :) Dont get me wrong, I really like the game :)
TL ; DR : some elemental offence is too weak to invest in, most defence is too weak to invest in. Still cool game :)
Thank you for your feedback. Please check out if the new enemy type changes anything about your strategy. I have a very hard time balancing the game at the moment since many people say the game is too easy while others say it's too hard or some of the upgrades are useless. I'll try to implement all planned features as fast as possible so I can totally focus on balancing. :)
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This game is unbalanced.The best strategy atm is to ignore all other upgrades and to go for barely enough attack to one-shot them,go for the flat resource/wave until it costs >100 and then put everything in attack speed.You can't keep killing them in one hit since their hp increases way too fast,so you want to be able to survive while killing them in 2 shots.Right now there is no reason to buy ANY of the deffensive upgrades,and most research(elements,deffense,multishot,bouncing etc.) is useless since the costs rise too fast and they give too little.I'd suggest that you make the enemies give slightly more blocks with each wave(0.05 for example) and make the elemental and all the special offensive upgrades give more in return of what you pay.If you want to,you can look at the undefeated spider to see how it should be done.Your game is quite similar to it.
Thanks, undefeated spider is an awesome game. It seems like the creator and I had a similiar concept in mind but he implemented it way faster. I am going to focus on balancing as soon as I finish implementing all planned features. Please check out the latest version if the new enemy type changes the use of defense upgrades. :)
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I hate that going damage focused is the only way to go. I'd like to make a defensive build to stall a lot of cubes and then hope for that nova to finish a lot of 'em at the same time, but opponents will always outdamage our defenses. :\
It's incredible how everyone has their own strategy in such a short amount of time. Some people tell me its way too easy while others think its too hard. I think I need some kind of voting poll. ;)
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I think that for now, progress is still too slow. I need about 10-15mins to get to around 38 lvl and starting resources increase from 455 to 480. For me, it's too slow.
Thats strange. The game allocates 256MB at the start. I don't get it why some people receive the exception "out-of-memory" while others have problems allocating the basic amount. Thanks for reporting anyway. I'll do my best to fix this.
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I'm loving it! 5/5 However, there are some options that would it make even better... Auto-skip: Option to skip a wave when enemy count hits zero. Auto-upgrade: Option to check off upgrades that will be automatically purchased as soon as you have enough resources. Lower quality mode: option to decrease the number of particles! I've got 32gb RAM, and still get a memory overflow error if I call multiple waves at once. I'm guessing it's because elemental attacks spray particles everywhere, plus killing a bad guys breaks him into dozens of particles... that plus multi-shot, rapid-fire, and bounce can send my particle count into the hundreds of thousands when they're packed in tight.
Thanks, I am currently working on all the performance related issues. Don't worry, the memory error has nothing to do with your system ram. It's some browser/WebGL conflict. The game reserves 256MB of memory at the start but I think it overflows when too many enemies/particles are on screen at the same time. Please check out the quality settings in the latest version if the problem persists. (I wrote the auto-skip idea down.) :)
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I really, really wanted to like this game....awesome concept! But it's a constant grind-fest and having to respec all over again every five minutes really stinks. Make a "save starting build" option (where we can make our initial build just once, then use it every time) and this would be 100x better.
Seems like we had the same thing in mind. The blueprint system which I implemented in the newest version works this way. You can buy PERMANENT upgrades with a different currency. I am going to add the option to import/export/share blueprints in a later version. :)
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"An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project's WebGL player settings to be able to catch the exception or see the stack trace." Three times mid game for apparently no reason...