My biggest complaint is that, when you have all the cards opened up, where they are ready to be made into silver from regular, you can't use leaves/stones/whatever to upgrade the cards until you've turned a card silver. The problem with this is, that usually, I don't know what cards I want to make silver until I've boosted them and seen which ones received boosts. Makes it really tedious to try and get each deck to one card shy of full, and balance the amount of spent resources versus how much you need for silver card upgrading.
The other thing is, it seems the little clicker bonus tab doesn't really need to be it's own tab. There's plenty of screen space on the main screen for smaller versions of both of those orbs and their accompanying buy buttons, and having to switch back and forth between the card and buff screens is a hassle.
Just started, but right off the go, one of the issues I have is that in order to upgrade a tech's level/boost, you have to click on it, then close the info panel that pops up in order to see/access the level up buttons. Perhaps it would be possible to integrate those buttons into the info panel, or to move the buttons or the info panel elsewhere on the screen, to make them more accessible.
Thank you! I just uploaded a new version (0.5.1) where this should be fixed. If you have a moment, please give it a shot and let me know if it feels better.
Im sure this has already been said, but autobuy , in it's current state, is completely useless, even at max speed. Buying 1 level of a random thing, even 8 times a second, is way too slow to be of any consequence. Maybe if it tried to buy 1 level of each thing, or if there was a way to increase how many levels it attempted to buy, it would be better off, but right now, the hardest achievement in the game gives an essentially useless reward.
Don't get me wrong. I'm all about you guys making your moneys. But unless something is done to remedy that ridiculous time gate, This is pretty much where I quit playing.
So wait....in order to ascend, I need to use 200 abilities? 200?! Jesus H Christ! So, without wasting crystals on increasing the energy cap, the highest nexus you can get is level 4, which equals out to 0.20 energy/s. With Lepidopterae, you can double that to 0.40/s. That means it takes 3,000 seconds, or 50 minutes, to gather enough energy to use the cheapest ability. 50 minutes * 200 uses = 10,000 minutes, or 166.6 hours of pure, unadulterated time gating before I reach my first ascension, even though it only took me a day to get to this point.
That seems...like pretty weak sauce. Even more so considering the only way to alleviate this time gate is to dump HUNDREDS of crystals into either Energy Cap expansion, so you can build more nexi, or in just thawing them for the energy to use. 2.2 Crystals * 200 iterations is 440 crystals which is roughly 150 kreds.
And I assume I'm gonna have to do this every time I ascend?
Hey, thanks for the comments ... You can get the 5th Nexus by buying Nightbugs - no need to spend Crystals if you don't want to! It does take a little while to get enough Rocket Fuel to Ascend but in practice (because of Elixirs / Gold Bug Rewards) it's usually a lot a lot less time than it looks at first!
Also also, I agree with Norma: Respecs should be free. Maybe not unlimited, like you get a pool of x amount of them per prestige (even 1 or 2 would be sufficient), but this really gates a lot of player experimentation behind a paywall, which can make the learning phase of the game incredibly frustrating when the player has chosen poorly, or wanted to experiment with a different build, and now has to either finish the run with that, or pay cash to redistribute their cash, which is going to be irrelevant at the beginning of the next prestige anyway. Bad show on that one.
Also, proper planning of the order of your upgrades in the early game goes a long way. You can't just upgrade everything at random or by cost and expect to make decent progress. It requires a bit of strategy based on your total potential inspiration for a prestige versus your art sell value. You can use this to estimate how much money you are going to earn in a prestige, and plan accordingly.
There's quite a bit more to this game than I think people are getting too. The first prestige is pretty slow, but once you start farming fame (which increases the sell price of your art) progress actually happens pretty fast. I've only been playing for about a day, and I'm maybe two or three prestiges away from getting the Moscow Visa.
I love how many people get on OMGnoob's case about stuff like :Why don't you ever update your games?" "Why don't you ever finish your games." Did you guys ever stop to think that maybe, just maybe, when OMGnoob puts out a game, other than bugfixes, that the game IS finished? That that is it, and that's all there is going to be it? Not every game has to add content every week, or update to the ends of time.
Same as meellee: Probe flies to planet 12, then stops just above it, and never reaches the planet, or activates it as probed. Can't colonize it. Reloaded, rescanned, planet 13 showed up. Probed it, colonized it, built it up. Tried reprobing 12. It got stuck again. Reloaded again. 12 wasn't probed, and 13 wasn't showing up (though I was still getting the income from it). Next scan planet 14 showed up. So...planet 12...doesn't want to get probed, apparently :P
And, of course, PM me if you need an example, and I can throw together a code block demo for you :D
Really liking the v2 of this, btw :D It seems far less disjointed than the previous iteration, and looks/performs way better to boot :D
Hey there again, Lavaflame :D
As someone who used Stencyl pretty extensively, I find it pretty amusing when I can identify issues that other devs are having with it based on things in their game. In this instance:
The attack speed upgrade requires the player to refresh the game to update attack speed. I'm assuming you have it coded this way due to the fact that Stencyl only checks the [Do every X Seconds] block on initialization for the variable. Which means that if you have a Do every X sec block with say [Do every [1/[Attack speed]] Sec], it doesn't check each computation cycle to see if Attack speed has changed, making it a static timer until the game is reloaded.
What you need to do is set it up so that every static X seconds (like 0.016, which is 60FPS) it adds attack speed to a counter, and when that counter goes over the predetermined threshold, an attack is made. That way, the player doesn't have to reload, and you have dynamic timers in Stencyl :D
Hey there Lavaflame! Been a while :) In response to your response to DariunHetharto: What you are looking for is called Geometric Sequences and Sums for the equation used to calculate the correct cost of buying multiples. Google it, and then, if you need help with it, PM me, and I can send you some Stencyl code snippets on how to use it.
The eternity autobuyer still shows the confirmation prompt when it goes off, bringing gameplay to a standstill. Safe to assume it's not supposed to be doing that?
Looks decent, but it's hard to make a judgement until the Karma upgrade costs are fixed. I'm gonna hold off on voting for now, but I will definitely be keeping an eye on this, as it definitely has potential :)
I seriously doubt Kong deleted this by mistake. It's more likely that it was downrated and flagged to death for being a pretty crappy carbon copy (And when I say that, I mean you literally took the code, line for line...even the unit costs are the exact same) of Clicker Heroes. Either make something unique in your code, or be prepared to be flagged and downrated to death again.
It has come to our attention that the science department has a ton of inefficiency running rampant about the lab, and we are putting you in charge of fixing their issues. First, we would like to see a way to improve our actual research times. Surely, in all of the worlds that we are "befriending" there must be some techniques or equipment that would reduce the amount of time it takes our scientists to research. Aside from that, there seems to be an issue with the backwards compatibility of our testing equipment. Either we spend days working on Research Improvement first, or we are left with sub-par test speeds for the entire duration of a campaign, and have to wait days to get our testing speeds up to a decent amount. Perhaps we can find a way to make testing speed a product of the amount of times we have researched Testing Speed, multiplied by the Research Improvement bonus. That way, no-one gets penalized for researching Test Speed early on in the sim. Sincerely, Commander Kasper.
Commander, your lengthy letter reached me in the middle of a battlefield. Yet I took my time and want to answer you with as few words as possible. At first thank you very much for taking the effort writing me. It also seems you are not the only Commander having trouble with the lab. I think somewhere on a smaller unknown planet I guess I found something that can help us making the reseach lab more inefficienct ... err efficiency. I wonder how I could say that? And to go further your idea of calculated speed is an excellent one. I'll take this to the deepest of my hard. But now almighty and wise Commander I need to finish this letter, since the enemy is approaching and I need to ... hug him. Sincerely Corporal Tutnix
Sorry to hear about your loss, and I hope that you are coping better now. For what it's worth, a great many of us wondered what happened to you, and this game still has a cult following, myself included :D I even even have a half arsed prototype thrown together to revive the spirit of this game :D Let me know if there's anything I can do to help out. I work for free if I can get a special thanks in the credits :D
Thank you! I just uploaded a new version (0.5.1) where this should be fixed. If you have a moment, please give it a shot and let me know if it feels better.