Great game! I think I caught a bug -- somewhere around the time my characters hit level 11, there was a big drop in the level of the items that enemies were dropping (even high-level enemies) -- all of a sudden, they were consistently dropping level 3 or 4 items. This persisted when my characters were Level 12, and the same thing happened on two different play-throughs.
Hi, we currently have a system that drops you better items if your heroes considered weaker than enemy but you somehow won (for example by perfectly adapting to the enemy). The same goes for the case your heroes are much stronger: you'll get weaker items.
Really outstanding game. Is this really your first one, or just your first on Kong? It's exceptionally well-designed and requires a lot more strategy than your average idle game. Almost every time I thought I saw an opportunity to improve the game design, it turned out I just needed to be patient, because an award was waiting to be unlocked that fixed the problem. The only improvements I'd like to see down the line:
More gear types (especially swords). Hotkeys or buttons in the main fight window to switch between gear setups (e.g. from two-handed to sword & shield, etc.). Better graphics.
I released a couple games here under a different name a few years (SSG - Simple Strategy Game and Addlock by CBDev -- I'm terrible with names.) SSG is also on Android and it used to be on IOS along with a note-taking app I made but neither made enough to cover the $100 yearly developer fee.
Seems like saves must not happen frequently enough. Several times now, I've sent a hero on a mission or begun researching a recipe, only to come back hours later and find that the mission or research was never started in that save.
Good game, but the saved game system needs work. When Flash Player crashed (as it often seems to do), I lost all of my progress from that session. All that grinding for nothing...
Wow, I just started trying to learn some programming the day before I saw this game, and learning with your method is way better! Great idea!
Some suggestions:
1) in the Ramville Store, it will let you keep buying health restores, even though your health is full.
2) there are a couple instances where you use "it's" where you should use "its"
3) as somebody else pointed out, there's a part in Logic Land where the name of the variable in the answer is "userHP", but in your text, you lead us to believe it's "userHp".
4) In arena battles, why does the enemy always go first? Shouldn't it be random, or random but influenced by level?
This was great -- 5/5. If you're going to update it, I have a minor nitpick: several times, "it's" is used where "its" should be used. I also agree with others that text should scroll faster, or else not scroll at all.
Fun game. Beat it with the lightning archer. I tried playing the other archers a little afterwards, and it was A LOT harder with them. That chain lightning skill rules.
Great work with the timely updates, and so far so good with the server. 5/5 from me here. Another suggestion for your next update: I'm always trying to assign enough of my people to get the time down to 1:00 for a mission, so "Auto-Pick" isn't enough, but "Send All" is wasteful. It would be nice to have a button to assign the minimum # of workers needed to get down to 1:00 automatically (or maybe that could happen when you click auto-pick twice).
I changed the mission buttons from "Auto-pick" and "Send All" to "Min-pick" and "Max-pick". The "Max-pick" button should do exactly what you described. Thank you for the suggestion!
Great game, once you fix your hosting issues. I'm fine with the font -- it reminds me of some old games... you may want to make the "C" look less like a "G," though. I'm fine with the amount of dialogue too.
Thank you very much! After an emergency fix, the core gameplay should playable now, although cutscenes are disabled until my web hosting decides to start working again (cough cough, dreamhost). Also, I updated the "C" especially for you :D (might need to do a CTRL+F5 if your browser cached the image).
Life drain is a really useful skill, except that it often wastes a lot MP when you don't need a HP recharge, so that you're out of MP when you really need them. It would be nice to have a way to automatically turn it on only when you're below a certain HP threshold. Either that, or prorate the MP cost based on the HP it restores.
Fun game, but I've run into some pretty frustrating glitches -- I have 2 workers who won't start pre-production of their game because they keep eating and drinking, and another who is just walking in place. It's definitely not an issue of not having enough table groups, either. Btw "Writting" -- > "Writing"
OK, let me get this straight... you need a special storage container to store each kind of material in your place. You can scavenge piles of rubble inside your place, but if you don't have enough storage space in the special containers, the excess materials will just disappear. In other words, you had space inside your place for the resources when they were mixed into rubble, but no space once the rubble is removed... what kind of nonsense is that? Get rid of the storage containers -- they make no sense. Resources should just stack into piles that get bigger as you add more resources -- you know, like in reality.
The problem with the elevators is that when you have a really tall building, you have a whole column with only 1 elevator in it. The solution is to break up the column into different types of elevators -- for example, 8 floors of capacious elevator, with 5 floors of regular elevator above it, followed by 10 more of capacious, etc. Just make sure you have other elevators somewhere else that overlap those transitions.
Hi, we currently have a system that drops you better items if your heroes considered weaker than enemy but you somehow won (for example by perfectly adapting to the enemy). The same goes for the case your heroes are much stronger: you'll get weaker items.