I have to agree with the IOU copy comment. There may be differences, but this game copied so much content it's laughable. And tossing so many "features" and "upgrades" into the game makes it feel overwhelming and a micromanagement.
Sorry you feel that way! We think that all of our "content" is original, but we admit to being heavily inspired for the main combat/upgrade system. It is a simple and fun system for idle games and we think it will be found in many more games to come :)
It would be nice if you didn't have to reset to get the multiplier. Some other mechanism to gain the 2x, perhaps you have to spend the money once it's accumulated to get it instead of resetting. Like once you get to 100m you have to spend the 100m to get the upgrade instead of resetting.
Ya, I wanted to make this be a collection/mining game but lost a couple days of potential work and couldn't get it working in time. It's why your running through a maze with a pickaxe. 10 unique maps total, functionality to use random generated maps is there but again, didn't have time to get a working algorithm in place. The end result is more of a game engine then an actual game, I was to focused on the coding side to begin with which ended up with less content for the player.
The game could really use a high/fire all button. Adding 100 into research one at a time, then removing them one at a time to add them into mining one at a time, then removing them from there...get's old fast.
Everything about the game is great, except playing it. Talk about a grind, move forward, stand at boss, wait for it to die, repeat. 3/5 simply because audio/graphics are great and there's enough content to keep someone interested.
Been around since beta, and the idles lost some idle. A major complaint at this point would be all of the confirmation windows. A couple examples would be with claiming expeditions (claim, close reward window, x3 multiple times a day) and with the previous event (close finished window, close reward, close confirmation). The new chat window is the same, instead of a simple open/close from the same place you have to open, click on tab to load, then close from a different location. If we could cut some of the "grind" out, that would be great.
Hiring tip: Don't use trimps for science. They gain less "resource" per trimp in science then they do in other building materials. Hire your trimps to other fields and just stay in science yourself. If you do need to hire trimps to science 20-30 is all you need, any more is a waste.
A very interesting idle game, very different from how the genre's been progressing and I love it. Idle games should be idled, come back hours later and you'll see significant progress. Most other idles are upgrade hounds, continuously sit there and purchase upgrades asap, go away for 5 minutes and progress stops. A very nice change of pace. 5/5 :)
To short, to easy. It's less of an idle and more of "be as active as you can and get more upgrades". Set captives to max capture and focus upgrading the mine. Later on you'll be 1-hitting multiple maps worth of fights between upgrades, which compounds the amount of miners you get, which compounds the amount of upgrades you can get...rinse and repeat until your fingers are bloody. 2/5
Note to previous suggestion: At best it would be a 50% boost to party skills if everyone had the same level. Otherwise it would be closer to about a 30-40% depending on other party members levels.
Suggestion: Party skills should have some effect after the highest persons lvl. Otherwise if your in a dedicated party it's useless to have more then 1 person lvl each up. Maybe 100% of highest persons and a sliding scale depending on party members for others, adding up to 150% total. So for 2 mans it would be 100% highest and 50% other person, 3 mans 100% and 2x 25%, 4 mans 100% and 3x 13.33%.
Suggestion: An auto-progress option, but requires 100% more kills to activate, show "will move onto next monster in X kills". Won't go to last world boss. 3 modes, on, off, and never. If anyone in the party is set to "never" it means auto progress won't work for the party.
Suggestion: Put the name of challenge creator on the challenge selections. If 2 or more people create the same challenge you don't have a way of knowing which one you want to join.
Suggestion: when in a party, mousing over the other players "attack icon" shows what shared party abilities are in effect. If someones hp reduction is highest for example it shows it in a mouse over.
Thanks for the idea. That might be a solution without much effort. I have to check this out.