"I thought players will want to win on maps so I set a limit and when you can reach that you cleared the map and get skill points. I guess I should set an unlimited option or just an option to continue when you reached the limit (by the way it is 60 on easy, 70, 80... on higher difficulty" You cant make a splash stun until around lvl 95 ....
I thought players will want to win on maps so I set a limit and when you can reach that you cleared the map and get skill points. I guess I should set an unlimited option or just an option to continue when you reached the limit (by the way it is 60 on easy, 70, 80... on higher difficulty)
Your are welcome :) I try to make the game compatible with old version saves but sometimes when there is a big change it would mean a lot of work. Now there are a lot of added things saved like achivements, statistics and skills.
Please try deleting your browser cache. It could be that an old save file has an incompatible format.
edit: I managed to reproduce the information button crash and deleting the browser cache did fix the problem.
I missed this comment for a time. That is cool this means that getting a sky blue topaz is really hard but not impossible. Just the way it was intended to be :) I guess if you have a lot of kills on it and surround it with aura gems then you can reach far.
The money per wave still a problem. Most waves give very little. Only noble give a good amount, but as waves are random it can be a long time to get any money. Why cant nobles come at least every 10 waves? Also why very small amount for killing a boss? i think would be good to have non random waves. as there is still a lot of chance in what gems you get.
still think the balancing is way out. Until wave 90 you can beat easily. Then Big armor waves make it impossible. Even with 3-4 poison. It is also impossible to make a splash-stun, as there is not enough gold/low % chance to get better gems.
Lastly, I would love, love, love if we were able to move gems/rocks around the maze at any time so we can tweak the path, make kill zones etc. It would counter somewhat the randomness of the gem chance and wave type.
Really appreciate the changes you make. This has the potential to be a classic. I would hope to see more feedback from other players and comments on my suggestions.
Once beta has finished I hope you relaunch the game, as it should and deserves, many more plays and a higher star rating than it has currently.
Thanks for the comments and the detailed suggestions! I will react with more details soon. Random waypoints idea is really cool, that will have to be added to the game.
Standstills: I will definitely do something, but I do not know what yet.
Regen mobs: an idea can be to poison them, they do not regenerate when poisoned.
Relaunching the game on Kongregate later to get better rating and more plays: that was my plan too :)
Need less enemy for more gold. 150 fast regen enemy brings game to a standstill. Just make less enemy but stronger?
Boss and armoured levels seem particularly OP. Boss at the start and later in the game Armoured and impossible. What is supposed to counter Armoured?
In short more gold, we all want to have flawless gems to build our defence.
Need less enemy for more gold. 150 fast regen enemy brings game to a standstill. Just make less enemy but stronger?
Boss and armoured levels seem particularly OP. Boss at the start and later in the game Armoured and impossible. What is supposed to counter Armoured?
In short more gold, we all want to have flawless gems to build our defence.
You are welcome. Right now I am working on adding blobs. For some unkown reason I enjoy putting blobs into a game.