@desciclope666 any rarity card can appear in any pack, you get a free gem each week that will unlock a tier IV or V card, ingots can be used to upgrade IVs.
@virtualchoirboy, You are probably seeing animations going by at faster speed than you can see what is happening. I thought the same thing playing chapter 5.1 on journeyman, but, at least when i use malediction, it does in fact attack for 1 per enemy (note this includes the enemy hero so its more like #ofEnemies + 1). You are probably seeing some other skulls/attacks flying by very fast.
@rewyn, only the first campaign is started and it is with the green hero that produces food each turn (forget her name). The rest of her campaign and the other campaigns are yet to be released.
this game is definitely pay to win (or you can get 10 or each coin in what 440 weeks thats only 8 years), but it does have limitless pve content that is actually fairly entertaining
Not sure why i'm getting downvoted. Here's how my screen looks: http://imgur.com/RqVATwy Usually the white box gives way to the fifth column logo and the loading screen after a few seconds, but depedning on my internet connection it can take longer.
i really like the theory of this game, but at the moment the grind and a bit the balance issues are kinda killing it for me. Just hit my second straight week so ima take a break. I'll prolly be back in a few days.
Could you add some text to say how much energy balls convert to and get rid of the pop-up to make it similar to how gems work? Great work on the last update!
@JaredJames i dont think so i just hover over a tile and press 'E' and that brings up the upgrade menu (after which '1', '2', or '3' selects a specific upgrade). The window/frame does have to be active though, so you may have to click inside the frame to make the app aware that your keystroke is meant for it.
One bug i noticed on the solar system map: if you click attack a planet while a fleet is building then once its built you have to close and reopen the dialogue to send the fleet. Then once its sent, it doesnt actually send, it just puts a ship icon in some random place on the screen with no flight path line. Closing the whole solar system miniapp and reopening it, then sending the fleet works normally.
What an ambitious attempt. As many others have said, if you really are a group of teens, this is highly impressive. The game is plagued (yes its in beta) by a number of balance issues, a few bugs, and some UI akwardness, but its scope and flavour surely are the signs of a fine future for this dev crew. Great job and keep it coming!
We are a group of teens but I'm the only one who did all the programming, UI designing, everything involving game creation. The others helped me by fueling my motivation or providing, well, help. I was a very incompetent coder and drawer when this game started development, but I've learned a loooot of things during the process, but it wasn't worth creating an entire new, cleaner game because Helixteus was progressing exceptionally well. But thank you for encouraging me (or maybe, us) with your word "fine future"!
Well i was about to post an angry rant/lecture about the NaN bug and how kneejerk patching without sufficient playtesting is the sign of a young developer. But i must admit this was a farily quick fix. Note that NaN does still appear on the enemy overview, but this part of the game seems to no longer be broken.
I was planning to get rid of the energy extraction confirmation too, I'm going to do that in the next version.