Hey, the game was fun and has good music. That's two great parts of a good game. The big deal with this game is that it doesn't have meaningful progression early on. The first few level upgrades are weak, and don't do anything worthwhile for players that can't aim well (like me). The enemies are small and very unpredictable which makes the game hard for players like me. After getting all the upgrades though, the game was fun and I was easily able to beat the boss. I just felt like I cheated. I never got past level 4/5 until I had a couple of the last upgrades, and then I literally could not die and beat the boss without a scratch
This game is fun, but the balance is pretty bad. I can easily get Medical scientist on the very first life. There's nothing to it and there's not really any progression. After one or two resets the game became pretty pointless since the Karma you earn is linear but the karma needed to keep up the upgrades is exponential. I'm getting 300M karma per reset and buying one thing that makes little to no difference
Okay so the game is interesting but the upgrades are lackluster. I would like to see an upgrade that tells you where my ricochet is going. Maybe the more points i put in the more preview i get. Secondly, the physics of being hit suck. I could be tossed around and never even get a chance to move. Make it a set cooldown, and make it visible to all players. Transparency is key.
Hi nutshell,
I will consolidate a reply for your two comments into this one. As for shot multipliers, thanks for the feedback on them. We will look into reorganising the map sections and generation to help make the pockets on those map sections more accessible from different angles. Hopefully that should solve your issue.
As for the upgrades, you'll be happy to hear that we are already in the process of implementing a much more expanded system that we think won't be luckluster.
Thanks for the feedback about being tossed around. We are aware of that occurrence and are looking into a middle ground fix that would prove fruitful for all players.
Thanks,
~Rhys
Also, can we please not have this game be as slow paced as STE? That game was unbeatable. If you ask anyone here in K+, we're much more likely to buy kreds for a game that's fair and has fair content instead of a slow paced cash grab that's only possible if you pay obscene amounts of money
Thanks for the feedback Nutshell! Thank you very much for taking the time to analyze the game.
In the latest patches we have added some elements that should smooth the curve of difficulty.
This game has no learning curve. It throws you into superspeed. Give the player some sort of health bar/lives mechanic. Reward the player for doing well like a combo that increases the value of souls. Maybe instead of throwing the player into a full bar of souls you could start with 2 souls per second increasing over time and multiplier level.
Secondly, life isnt always handy dandy. Life throws wrenches at you left and right, and this assumes that everything goes fine every year, that i have investments. I think you should be able to start from different walks of life.
I dont think this is possible to fail at all. I mean you can literally try to max out your debt and you'll still pay it off with a minimum wage job all your life.
Not sure if this was intended, but the first rebirth is super boring. put 150 points into power and the rest into speed and still levels 90-100 will take well over a half hour without any meaningful upgrades?
It takes way too many button presses to start a class. Can you make it simpler? Instead of Attend>Subject>Info>Confirmation can you just make it 4 subjects in the attend window, and the info/confirmation is 2nd, or maybe just a quick select class window?
Honestly the game would be fine if i had to just come in once every couple hours to enchant and run the dungeon. But i'll never really be able to enchant through idling alone
For a game with Idle in the title this game is far from idle. There's no idle progress. The Lantern of Recovery is useless after about 3 runs. If you removed the concept of manual recalling and lantern of recovery completely this game would be idle, but the amount of active intervention this game needs to progress stops it. It should just be called mage attack because there's very little idle about this game.
Hey there, thanks for the feedback! In this game, while Idle: you earn Spell XP, you collect Power, you finish Research, you Reclaim Power, and you earn Wisdom. Game progression most definitely continues when you leave. While the game may not be as "Idle" as you'd like, it is certainty more Idle than 99% of video games, so I think the title is suitable. If you want to play actively, you progress faster than if not - but that doesn't negate the Idle components of the game. Cheers!
Thank you for the feedback. I'll try to balance the game better in the next update.