Very nice game! Ran into a bug: Project auto advance, with Submit set to 1 in AutoAdv. column, makes the project stall with the Submit task stuck at 1/1 MAX. This task is now disabled, leaving you unable to actually finish the project.
Scratches the same itch that makes me watch stuff being ground into tiny bits on youtube. Nice. Some more grinder upgrades so they can cope with the faster drop upgrades would be good though.
Magnificent. A masterwork that will be misunderstood by the rabble but will shape the genre and possibly all the things for decades to come. A paradigm shifting, life-altering superlative form of digital cocaine. Calling GOTY on day 1 might seem premature, but it'll be hard to top this.
Buying the heroic token changes the shop items from Common to Superior, which seems a long way off from Heroic. Bug? On a positive note, the locations look amazing! Nicely done :)
Could you please not auto-sort the inventory? A few times now I've accidentally sold something that was looted just as I clicked the sell button. Just add new items at the end, or allow us to disable auto-sort. Also, with an expanded inventory the entire screen scrolls, so you can't see equipped items while you're looking at the lower half of the inventory.
If you sort the inventory to Usable First or None with an item selected, that item is deleted. The click goes 'through' the sort-option and clicks the trash-icon. This is not ideal.
Interesting! I bought the first Board, which seems to scrap all your components and reduce the available space by 1x6... Not as much of an upgrade as I expected. Did I take a wrong turn somewhere?
With sufficient quest-speed boost, all the 1- and 2-hero quests take 1 minute to complete. Autoquest seems to favor the 50xp solo quests over the much more profitable 400xp 2-man jobs (or even the higher xp 1-mans) though. Is that intentional as a balance thing, or a bug? I'd expect the most profitable quests to be done first.
It is neither. Really what it is doing is being dumb. It basically just goes in the order that you see it, based on the number of heroes available for now. We are implementing auto-quest options to make this more controllable. Expect that update hopefully this week sometime.
Edit: I did get the achievement for Bahamut as soon as I cleared the first area of the next zone. Regarding auto-quest: if you cancel a quest while auto-quest is on, it should probably deactivate instead of immediately starting another quest. Also looking forward to options; would love to be able to exclude limited quests so I can save those for overnight.
The achievement for Bahamut didn't complete after defeating him. And that was the last stone I needed to unlock autoquests! Sadness. Otherwise nice game, I like that it isn't something you finish a day or 2.
"Instructions in-game", right. You buy recipes from Shop and from Shop+ to increase resource production and build better units. The +16 gold thing, then 10 gold -> 10 meat (?), then 20 meat to 40/40 something from Shop+ and use those to build the 30/30 tanks. Seems to work ok, except that the game is hemorrhaging memory and is down to single-figure FPS by wave 40. Positioning of units is apparently semi-random, easy to leave gaps for the mad fast enemies to rush through. The idea isn't bad, unfortunately the implementation is.
My previous comment was still on 0.05, hp scaling is a lot smoother now. The price reductions also makes it a bit easier. Wave 27 and still well ahead of the curve.
Ok, thank you for your response. I hope this version is stable enough to last until I finish the planned prestige system. I promise you won't regret all the waiting. :)
I'm currently at 30/41 techs, +592 starting blocks and I get utterly crushed around wave 25, as soon as the tower needs 3 shots per enemy to kill them. If the aim is to get to round 100 on your 3rd/4th attempt, I don't see how (yet). Still plenty of upgrade variations to try though. It does seem that defensive options are useless, since as soon as the blocks reach your tower, it's game over.
@flubble: Looks like the leveling scale changed a bit, I can't get past wave 6 in the arena with my lvl 180ish team. 3rd raid is hard but doable, 4th is just... wow. Also have to say I'm really not a fan of the increased cooldowns on scrolls/pots, which also seem to have a much lower droprate (though that might just be an improbable long streak of bad loot rolls).
Sir, I applaud how you captured the true spirit of raiding, with tanks that can't hold aggro, archers who think they can tank, and healers who think they're dps. I find myself doing voices, like "HEALS JESUS WTF!!!1!", "I got dis!" and generally a lot of cursing. Regarding the map scrolling when trying to click, maybe make the map move with WASD and reserve the mouse for clicking? Although if you don't have plans to make bigger maps, making them immobile would work just fine as well. Like it a lot so far, looking forward to what comes next.
Finally someone who gets it :D The WASD thing sounds good, shouldn't be hard to implement, I'll add it to the next patch. The way the mouse sometimes makes you move the screen when you're just trying to click on a mob can be remedied by making the mob hitboxes bigger, I think (the screen already doesn't move when you're clicking on a monster, but it's easy to click a little bit outside their hitbox when they're moving around).
I "finished" the game (everything maxed), and I have to say it feels slightly lacking. The (mostly) linear increase in income per mutation/upgrade feels a bit underwhelming, and the balance is strange. It's nice that early game units remain useful, but for example Wheat only gives 7.5x the income at 18x the cost compared to Carrots. I really only moved on from Carrots to the later units because I wanted to mutate the carrots while keeping some income. The Labor units are massively overpowered, just the Dogs provide enough labor income to end up with 100Qa of everything. You can't click the lower half of the producers at the bottom, which is a bit annoying. Also not a fan of the font, but then I'm nitpicky like that. Overall not bad at all, but needs some work. 3/5 for now and keep at it!
** v .2 is out with new options for the maxed out players ** Thanks for the suggestions. This being the first game I have made for web I kind of went towards the easy side. And since I am a one man team I kind of lack testers so everything put up is sort of in test mode ^_^ The future plan for the game is to have a different set of endgame content where instead of just trying to reach max gold (in this case 999 Quindecillion) there will be a store that allows you to spend in game money to change the appearance and even unlock mini-games etc.
Mutate consumes all of the thing you're mutating, and all the upgrades for it, but it increases the base income by 1 or more upgrade level(s), depending on how far it was upgraded before the mutation.
Nice! I like the concept. Few notes: I (manually) saved the game after my first rebirth, reloaded the page and resumed the game. Now there's only a single pixel that doesn't move or replicate, and there's no resource generation. Opening and closing the Evolve screen grants 1 resource every time. Also, Moving Fortress lights up as buyable once you have 1k resources, but actually costs 10k. Looking forward to updates!
This will hopefully be fixed in the next update! Thanks for letting me know.