About the recent update, does turning on loot filter still get us keys? The common key has low rarity and I'm kind of afraid to turn the filter on just yet cause I might miss out on them.
After playing some more, some issues I pointed our earlier were actually explained in game. Another suggestion is to add basic control guide for people that might skip the "tutorial". I think some people might quit the game midtutorial cause of too much dialogue and stuff. Though the control guide was well incorporated in the story, the story is just too long and it covers only the basic. Then there's this one sequence where they ran for like a long time towards the portal, I don't think that's necessary. They had to stun a lot of soldiers too, 1 or 2 should be enough. There's already an option to skip this but add a help button of some sort that includes the basic + the ones we unlock in each stages. Other than that, I like the game. The skills are interesting. I love games with complex skill tree. I was expecting we'll only get a handful. Can't wait for more content after all the fixes and stuff.
1. Tutorial is too long for the amount of game mechanics it teaches us. 2. Skip in map does not skip fully. 3. Add info about what stats do (does str only affect sword skills? int holy skill? what about shield? what about luck and is speed swing speed, cast speed or movement?) 4. Leveling up shows a message about achievement unlocked, but where can I see those? 5. I don't know if it's just my pc being slow (it's an old one after all) but that slow down after leveling up is kind of annoying. 6 Over all, the dialogues made the game play slow. 7. I'm already level 6 but in camp it says I'm 2. 8. Add a button or something where we can review the game mechanics after we've unlocked areas. 9. A button to let us skip all dialogues we've already read 10. Filter to auto keep when new item's rarity is below target.
I am working on adding an option to turn off dialogue completely as well as to turn off dialogue which has already been viewed. I think a loot filter is a good idea, I'll work on an implementation of it. I think we made the level complete achievements too close to the level up achievements, that would explain why you think you're level 6 (you've beaten 6 levels, not leveled up 6 times). I'll change that as players don't really need to know each time they've beaten a level anyway. I'm also working on mini-quests / achievements that award keys which will be accompanied by a screen to view them all.
1. Autodisassemble feature for gear below certain rarity 2. Disassemble and equip should not be placed side by side, accident can happen 3. Save points (I'm too early in the game to find out if there's any) 4. Auto explore for grinding 5. Preview how much stats will be added if we upgrade gears
Since being offline is a major part of this game, why not create a game mode where you can semi-offline. For example, when you click that mode, you get up to 100% of the offline bonuses but in return, you can't click or made any changes to the game setting until "offline" mode is done. If you offline mode for real while the fake offline is running, you get 50% more offline bonus. If you interrupt offline mode before it expires, you get 80% or something instead of the full effect.
To those pointing out the shop mechanic abuse, it's hardly worth it. Roughly 5,000g per buy and sell, that's not much. That's 30 clicks per full inventory of buying and selling.
Another tip : Rebirth here is like the "OK" button. You need to rebirth for the changes you made to take effect. Warning : Level and Items (much later) will reset like in any idle/clicker games. There's a talent you can learn so you wont lose level or item, so read description always.
I just unlocked Inventory Tree, is there another talent tree after this? So much to unlock and explore but to a casual player, this slowness is a problem. Otherwise, a very nice game for those who plan to play further. Wish there's more to the skills later on. Maybe, even job advancement and stuff. I'm really excited about this inventory talents but by the look of it, it'll be a while to get there (or I'm just very inefficient).
I like this game. A different take of a game that has saturated kongregate for a few years now. A few suggestions. I think the progress is a bit too slow. It'll speed up after acquiring start level and some experience talents then slow down again after hitting around 200-ish. At around 200, trying to get those 50m-cost skills are a pain. Combo tree has completely become useless and maxed out. After acquiring save level, only HP and damage boost skills are worth upgrading and even then, you'll need to save talent points for the skill and combat tree cause HP and damage boost effect at 200~ can hardly be felt. I think adjusting the cost would make the game feel faster. TL;DR Being stuck at certain level range and area for too long is not very motivating and might lead to players quitting before even trying the good stuff.
I like the idea but there's so little things to do. The scaling of cost vs production seems bad too. Fighter, for instance, at level 200 with all quests done, it's only giving 190gp vs the cost of doing 1 upgrade 417m. I hope there's something ahead that will make these low tiers worth upgrading. There's also the lack of things to look forward to. With no reset mechanics, no advancement for each heroes etc, it's pretty much dead end after you've done all quests. Another thing, make a separate button for Encourage Mode.
Very interesting. Basically, astrology 101. Even though I read astrology stuff, I still don't get everything after ascendant and descendant were added. It'll be nice If this can calculate exactly the position of planets and stuff by inputting birthdate and location.
I also like to read information on astrology, so I thought of combining it with a game. I'm glad you like it. Programs that calculate planetary positions by the date of birth exist, may be I'll try to make that, too:)
Please fix the save problem. Until it's fixed, I'm going to stay out of this game. This has a lot of potential. A lot of elements I like in other genre all come together to make this--idle, dungeons, clicker, upgrades, table top, dice, card, rng, quest.
The loot filter ignores keys entirely, you'll still see them whenever they drop.