The Healing spell is kind of useless, since there's no radius indicator to let you know how wide the area of effect is. Also, in a melee jumble, it's very hard to tell which low health bars belong to your own troops and which are enemy, since they are THE SAME COLOR...
As much as you obviously intended us to grind (and grind and grind) for gold, you sure didn't build much in the way of features to make it convenient for the user. Where's the button to speed up (or skip to the end) of combat? Where's the button to auto-level any leveled units? I understand that this is an "upgrade-centric" strategy game, but a few convenience features here would go a long way to mitigate the tedium here. Did you want us to have fun playing your game, or was it supposed to feel like a job after a while?
A nice UI implementation of the derivative idle/upgrade model; however, as many others have pointed out, the balance and progress walls are horrible right now. The enemies deal so much damage that there's practically no point in upgrading armor or health, since you're relying entirely on Protection spells anyway, and once those run out, even an upgraded Warrior is toast. That's ridiculous. Did you even play the game you created? All the way through??
Quite a fantasy you've created here. So I'm an adventurer who takes on lucrative quests, effortlessly completing them in one work day and I always wrap things up and get home in time for supper. Along the way, I meet an industrious and apparently available (and possibly attractive?) alchemist woman, who decides to move in with me out of the blue. I then add on to my surrogate family by picking up an eminently friendly father-daughter pair who have spontaneously become outcasts just as I meet them, and they're happy to move in with me as well. My work is effortless and I am rolling in cash, free time, and companionship. There is no drudgery, no property taxes, no trips to the restroom, and no interpersonal conflict. We all just eat, sleep, get along and have fun. Sure, what's not to like? It's a nice story.
Yeah, ok, "point, click, explore"... but navigation could be a LOT clearer. You owe us that much to compensate for the handicap of navigating a 3D world through a 2D interface. Your artwork is beautiful and the game itself was mostly a joy to play, when the UI wasn't being a frustrating barrier to exploration. Also, a bit more story would have been nice. While it is clear that we're trying to solve bizarre puzzles here, it isn't at all clear what the end goal is, or what our motivation is. What you have here is a brilliant concept sketch of a game. I'd love to see better UI functionality implemented without losing the mood and feel. Great work.
I can't be *that* desperate to escape, if I'm unwilling to stomp the glass jug to get the key out. It must be the insidiously soothing music that has sapped the will to live right out of me. You evil genius, you.
I don't understand why there appear to be 5 rows for chests at the bottom of the pyramid, when they only ever feed into the center one. Dragging them to the other channels has no apparent effect. Is there functionality on the chest opening screen that I am missing?
Thank you for the feedback. If you only have Silver Chests, they go in the center column. If you ever have more types of chests, they occupy the other ones. If you have more than 5 types of chests, then you get scroll arrows to cycle through them.
The talent via idols system is disappointing to first-time resetters. Gosh, if I had known I needed to persist past level 150 and gain at minimum 10 idols for the reset to have been ANY USE, I would have done so! Perhaps you ought to, I dunno, spell that out in the Reset World tooltip? Because it isn't obvious when you haven't played the game before. What a frustrating waste of all that time.
Thank you for the feedback. Sorry to hear that talents are confusing. The first reset is just meant to gain Idols, and the Idols help subsequent resets get faster. Then, once you have more gear and more familiarity with the game, you'll know which talents you want to spend your Idols on. The Talent store button is there on the inventory tab, if a new player really wants to know what they offer.
Uh, Merci's alchemy isn't working. Does it not stack with Khouri's Frog Soup, or something? Because if it doesn't, you need to explicitly state this in both tooltips. People formulate strategies over such things.
Alchemy does stack with Khouri (or Momma Kaine if you have her), but yes, it is an activated ability, which is why it turns into a triangle shape when bought, versus the formation ability diamond shape of Frog Soup.
Short, predictable, and the ink on the ceiling left me hoping for more plot. Enjoyable but unsatisfying due to how little there was of it. I'm assuming this was an essay by a budding gamemaker, rather than something you're trying to pass off as a finished game. If so, nice job.
It's a disappointing game design oversight that you can get the game stuck in an incompletable state if you use the second Light Sphere in the wrong place. The game should never be unwinnable unless the player is notified immediately. Otherwise, you are wasting our time.
It isn't giving me credit for mastering Concentration, no matter how many times I re-train "past" the max level (3). Therefore, I'm unable to get the Concentration Expert and Master trophy. That's rather frustrating, considering the time I put into this game.
What's the idea behind the max capacity for protein powder and specialty training being 9 each? If I know I want to train it 40 times, let me buy 40 protein powders. What would have been the harm of that? 9 isn't even enough to do the 5x train twice... so I have to keep going back to the shop every time. It gets a bit tedious.
Thank you for the feedback. If you only have Silver Chests, they go in the center column. If you ever have more types of chests, they occupy the other ones. If you have more than 5 types of chests, then you get scroll arrows to cycle through them.