Fun little strategy game. Also has a cute style between the music and voiceovers. I find the descriptions a bit annoying as there's no key to indicate what the descriptive terms actually mean (a football shaped head, etc).
Fun and innovative but really could use some kind of long-term way to gain from game to game. Maybe the cards that add time bonuses should permanently add to max time or something? It can be subtle but it's not a game people will play more than a few times without something like this.
Great game, well put together. Not sure I understand why there is a constant need for childishness with your humor (it's not that clever and it's lower quality than everything else in your game). But meh ... at least it doesn't really take away from the game being fun.
I find it rather annoying that after giving my email address I have not received any code for a few days ... and as always there are dictionary issues ... but overall a fun and innovative game.
I find that by far the hardest material to come by in mid- to late-game is Aberrant Matter. Incidentally the endgame seems broken, like as if the server is down. Too bad, seems like it would have been fun while it lasted ...
A bug: Normally the game does not let you add a zero-charge soulbound item for combination. But, when you are combining it with ANOTHER soulbound item that DOES have at least 1 charge, it should allow it!
(continued thoughts) A last couple of points: 1. These ideas address the fact that items will be tough to stack if they have all kinds of different levels within the same item type. 2. This addresses another VERY important issue which is that the current way you progress is so fast that you literally can have guys moving too quickly and dealing millions of damage after 1 reset and very little playing time. It's a problem because the game quickly becomes un-fun. I insta-kill everyone and my guys are moving so fast that the action is hard to watch. +10 item levels max per reset and no item combos solves this (I would save item combination that makes NEW items for a different concept you can add later on -- an alchemy type of thing or whatever for making new items or maybe permanent stat potions). ALSO: you really need to GREATLY nerf experience points for characters. I should not be past level 100 after only one reset! I think you need to nerf it by ten times honestly! Cheers, -Sir V
(continued from previous comment) It also makes the different dungeons continue to be important across all resets. I think it's really the best you can do with the content if players have a reason to seek out a given item in every dungeon and not just try to advance to the farthest dungeon each time. Also, combining items right now isn't great because it conflicts with resets: it's expensive and hard to pull off a good one, and you lose it when you reset, so once you're past a certain point you never want to reset again. With this new system, you can cap items' advancement at +10 levels per reset (easy math: max item level = current reset times ten) and you suddenly have a very replayable game!! I really do hope these thoughts help. :)
laFunk - I hope my continuing feedback is actually helpful lol. I just have been thinking hard about how to make this game really a better long-term idle game, and it's tricky. I know large design suggestions are only so helpful (it's your game and you don't want to rework everything!) but as it stands the content can be run through really quickly and resets are just frankly not that important. This would be a huge shift but I think one very solid way you could transform how the game works is to change item leveling completely. Imagine this: Every item has experience points just like your heroes, and the experience is sticky across resets. When that item drops in dungeons, it will be whatever level you've gotten it up to, and that is basically one way in which you can advance across resets. I would make items level up through the combinator: the first item gets "experience" points based on the second item. This also allows players to choose which items they want to use long-term ...
laFunk: A bit more feedback for you, on item levels and combinations. I think your system is interesting but there is one issue that would be great to address. Items whose levels don't matter, like rings with a fixed effect (Healing Ring, Dark Night, etc) really should not be given levels. The level should just be blank, or should be set to a level that doesn't change. The sell price should be constant. This goes for one-time-use items also. Part of the issue is that players will want to hoard the low-level versions of these items, which is confusing and silly -- first of all to sell the higher-level ones since for some reason they fetch more, and second of all because: Combining an item with a fixed effect is still more expensive for higher levels. Saving low-levels of some items and high-levels of other items is really confusing and makes me spend more time in my inventory than playing the game. Hope that feedback helps.
A new game and VERY promising. Great job! May I suggest one minor update that will go a long way (and you should focus on this type of update at first to make the game really playable!): Make items stack. Yes, very simply let them stack up into piles. It would make it sooo much easier to see what you have and manage your items. Keep up the good work!
The jump from level 6 to 7 is from easy to near-impossible. It really messes up the enjoyable flow of the game. You should have some ten levels of difficulty between them, choosing letters that are much easier than W and K. Otherwise an innovative and fun game.
This game is basically all luck ... the "skill" is just a matter of not playing stupidly, really. Fun game and well executed nonetheless ... just not exactly as advertised.
Every time I load my game after leaving, my character starts in the clipped-out (black) space in a level and I have to navigate to the reverse side of a doorway to get him back to the lobby. Now today when logging in, he's starting clipped WITHIN a wall and I'm trapped and unable to continue my game. Please fix these issues.
Some aspects of the game are well designed, like the fact that you can re-select abilities without cost. The monster selection is good, the graphics and sound are good, the execution is pretty good, the interface is ok. Where this game lacks is level design and math design. The game is completely and utterly linear. Grinding is completely and utterly irrelevant. Why? Because the math on experience and gold gains make it a complete waste of your time to be doing anything other than advancing as far as possible. You basically can't gain levels by grinding and you basically can't not gain levels by playing the game normally. Anyhow ... fun game but a shame that there is no depth whatsoever once you realize how linear it is.
It means the guilty party's head is shaped like a football?