Good concept, the UI could use being more responsive. Tooltips on buttons with a hover effect for example. And an option to stop the eye-watering medal appearance would be VERY nice.
The ability to click on the last selected point on a node to unchain it would also improve things.
Thanks for your comment. The medals can be hidden with one click after they appear. We have also reduced the brightness of the animation in the new version.
I like the concept, but could do with tweaking the controls a little. I'm guessing the graphics are also registering collisions based upon the square frame, rather than the actual character. which makes measuring distances from spikes difficult.
The game has potential, but you need more than 10 minutes of play before you'll draw players in. I reached Story 2, which said it would unlock research, and no research. The guide contains filler text only. No settings exist.
@Sebre: To place multiple of the same card hold CTRL when clicking to place the card, this will hold it on the cursor to allow multiple to be placed.
@Zatal: I use them myself. My wood layout: 0=Starfire, 1=Imp, 2=Meat, 3=Pipe;
0202,2121,1312,3131
You have a good start here, but desperately in need of some performance tweaking to make it more responsive and better to play, I have seen it lock up twice so far with semi-fast clicking, which is likely due to trying to handle all the coin entities. (They appear to all be using physics, rather than just animation vectors, which would be much better)
I remember playing the original of this game in the 90s.
On desktop the page keeps scrolling when moving up and down - Implement WASD ?
Movement is very slow, and could do with being sped up.
Buying large numbers of packs at once seems to cause a bit of a responsiveness issue. 150,000 packs and 5 minutes later I'm still clicking "Wait" on chrome.
Just published a quick mini update that should speed things up significantly. It should take less than 10 seconds now on most computers, even with 150k packs.
AI seems to have broken recently. Had two games now where I ended up with 2 AIs, one with a third. In each of them at least one AI each spawned on claimed area at least once, and could claim hexes not connected to their own.
If an opponent dies on a position you own, then a flag can appear there incorrectly, this can cause you to make a mistake later due to false information. Clicking on this false marker does not remove it.
Suggestions: High scores, With the Earnings per second we see now the current high score for this isn't much use, Would changing it to show the exponent reached be an option perhaps? Also, now we have prestige it would be good to see the number of times prestiged perhaps. Total income multiplier may also be an option to show progress. The only current scoreboard is total factories, which is essentially a per-run score, which may not be the best indicator of progression. An option to automate manager/advertising purchases would also be useful, or an easier way to do it from the main screen. Keeping the state of auto-unload between runs would also be greatly appreciated.
Black text on a black background, Not a recommended colour scheme. I'm guessing the background is intended to be transparent, and viewed on white, but kong puts a black background.
Thanks for your comment. The medals can be hidden with one click after they appear. We have also reduced the brightness of the animation in the new version.