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dangoyette

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A member registered Feb 06, 2017 · View creator page →

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Hmm. I'm not sure the math is way off. But please correct me if that's the case. 

I calculated it out a bit. First, the coin value itself doesn't factor into the decision of whether to cash out or not, unless getting more would cause you to hit the cap. But just by the straight math of it, if you're considering how much money you get per toss, I think you definitely make more money by banking immediately until you start getting the multiplier up to around 1.5, and the luck up to around 0.7. Below that, it just always seems better to cash out immediately, rather than risk another clip.

The other really important thing to consider is that even if going for two-in-a-row has a slight mathematical edge at a certain point, it's probably still better to bank immediately in order to get enough money to afford the next upgrade ASAP. For example, if I only need $4 to afford an upgrade, and I have $5 I can bank, I should immediately bank it and buy the upgrade, rather than go for a $10 payout. 

I didn't factor in insurance into this. But the whole point is, these numeric values feel kind of lousy for a game like this. 

I found this to be very tedious. Maybe the thing that put me off the most was the feeling that it seem mathematically optimal not to ever try for more than one-in-a-row until the multiplier gets to at least 2ish. I haven't done the math here, but when the first Multiplier upgrade only gives a 10% bonus, but a 50% chance to lose everything, there's no sense in taking the risk. The result is that you just cash out after every win for... a long time. 

Part of the "fun" of incremental games is also the curiosity of what's coming up in the game. Like when there's tech tree that's gradually revealed. You want to keep playing just to discover what's next. But here, everything's on the table right from the start. That feels like it could use some work.

The "problem" is that clicking chooses whatever bean is currently selected. You need to press A/D left/right to select the bean first, then click (or press enter). I'd highly recommend the dev change that, since I had this happen a dozen times until I figured out why I wasn't getting the bean I clicked on.

One minor gripe: The game is oddly GPU heavy for what's effectively a graphically simple game. (I suspect it's due to the background particle system.) Maybe give an option to turn that off so I don't need to hear my fans spin up to run the game?

I'm a bit confused about the progression once you get to the point of buying planetary systems. Up until that point, there was always something to "do". Now, it seems I'm just supposed to leave the game sitting there untouched for hours as resources accumulate? Since there's no offline progress as in other games in the genre, that really does mean just leaving the game sitting there.

I've unlocked 6 planetary system, and spent all GPs. I'll need 3 more GPs to buy another useful upgrade. Given how slowly Stellar Nursery are to increase, I imagine that will take something like 6 hours of being idle maybe?

Mind Level is exactly 50. Given how fast I get AI points (36k/s), it looks like it will be several hours before mind even gets to level 51. 

So, the game basically came to a screeching halt here. I don't see anything else for me to fiddle with. Really the only way to make any progress right now is to let PP accumulate, so that more Stellar Nursery can be purchased. That specifically means not buying any more humans, otherwise PP resets, and that's what takes forever to increase.

This is coming from someone who played to the end of Phase 2, then came back when Phase 3 was out. I had everything unlocked up to that point.

Coming back, I'm mostly struck by how there really isn't anything active to do in Phase 3. Maybe I'm missing something. But there's the whole empty Fractured Void, where it costs 1 Million to unlock one of the hexes. That takes maybe an hour to accumulate. Then the reward is just 5% bonus? After unlocking a couple of those immediate 1 Million hexes, I thought maybe the 2 Million hexes would really start to be useful, but those are also only 5% bonus? So maybe once per hour at this point I can do something in the game. I don't remember the earlier phases being so idle. It's quite dull, knowing there are maybe hours/days to come of just unlocking these hexes for meager 5% bonuses? I don't get it.

Bug report: Offline gains are pretty messed up. If Auto-Converge is turned on, I will never get offline gains. I'll close and reopen the game later, and it will be as if the game had been paused the whole time, and no state change occurs. If I turn off Auto-Converge, the game applies offline gains as expected. This means I can't set the game to Auto-Converge at 2 Million, then come back tomorrow, because the game won't do offline gains if Auto-Converge is on. I think maybe it kind of works offline if you set the Auto-Converge amount to something very low, but it definitely doesn't work at all at higher values.

Anyway, I thought the first two phases were kind of interesting, but Phase 3 just slammed on the brakes and puts me off completely. I keep feeling like there must be some skill I'm not seeing that would make the start of Phase 3 not be a total slog.

I tried this out for 2 games. Here's some quick feedback:

  1. I found the rules/explanation kind of confusing before playing it. It turned out to be simpler than I initially thought, so maybe you can clean up the rules a bit. One confusing thing was you didn't say what the player does. Instead, you say things like, "One of the three bottom cards is played", and I couldn't tell if that meant I would play the card, or the game would do so automatically. 
  2. Overall, once I played a few rounds, I understood what was happening, and I could start making strategic choices.
  3. I felt things were pretty slow most of the time, and I wanted the system to count up my score a lot faster. It takes quite a long time to show each of the conditions, and the score. 
  4. After two games, I still didn't have enough to buy anything. And the "vanilla" version isn't really interesting enough to make me want to play a 3rd game with just the base rules. I imagine 50K score comes easier later, which is why those points are so expensive. But maybe consider making the first few points cheaper, so I can get an upgrade after one or two games, assuming I play reasonably well.

Enjoyable. Kept me going until (I believe) I did everything I could in this version. 

Something I didn't really understand: Tiles sometimes have a red border around them. I was guessing this meant that their requirements were no longer being met, but I couldn't really tell. I also wasn't sure what the impact of that would be. 

I was also a little confused when I'd make a new tile, and not see the use for it. I expect this means it's a dependency of something I haven't yet unlocked, but it might be nice to get some hint in the description. Something like: Require By: X, Y, Z. Or "Required by: Unknown" if you haven't discovered that thing yet.

Overall, I didn't have any real sense of whether I was doing well, or just doing things. Not sure if there's an ultimate goal. Aiming for a high score? Aiming at completely unlocking everything?

I think the main issue I have with aiming is that the projectile seems to collide when I would have expected it had enough room to make it over/through. If you put more work into this, one potentially simple way to improve this would be to interrupt the aiming arm at the point where the projectile would collide if thrown at the current trajectory. That's a bit of work to compute the collision along the entire arc constantly, but it would definitely mean I know whether or not my shot is about to hit something unintended. Another approach would be to trim down the hitbox of the projectile so it doesn't clip so many corners.


As for the level design, I think the only major no-no I felt was when things would happen that I could not have predicted in any way. Like pushing a button and finding that an obstacle appeared and blocked my path, without me having any way to predict that this would happen. That design approach basically means you're forcing every player to restart at that point, and replay the level. A lot of people will feel that's cheap, and get frustrated. Better would be if the red obstacles that will appear are already visible in some way, so you could have predicted this might happen when pressing a button. 

I'm also not sure if I've just really unlucky, but coming back since sometime under version 0.8, I don't think I've been able to get further than night 5 or 6 with the Archer. Max level, and Mastery is at 19. I've tried different load-outs, but the outcome is pretty much the same thing each time. No matter what skills I pick up, even under best-case scenario talent trees, there just end up being too many enemies around day 5 to keep up with. The best run I've had gave me piercing shots and 3-hit mechanic on about the 3rd day, but even that wasn't enough. 

I'm not sure what else to try with the Archer. The only thing that really seems to matter early on is attack speed, and unless the talent tree is loaded with it, I just die.

The orbiting arrows mechanic on the Archer is feels frustrating because it essentially "misses" the enemy I was trying to hit. For example, try shooting an enemy that's getting close. If the arrow orbits instead of being a standard shot, it's very likely the enemy will get through and hit you. (Orbiting arrows seem to be very unlikely to hit a target in the direction you're facing.) This has resulted in many cases where enemies get through.

Not sure what the best approach would be here, but that skill should definitely not negate my normal shot when it randomly goes off. I've had it go off a couple of times in a row, and that's pretty devastating. Maybe the orbiting arrow can be an extra arrow in addition to the normal one you fire?

Really enjoy the game. One thing I wish the game did a better job with is showing the Event impact that any card has. I realize that's pretty overwhelming initially, so maybe it's a setting to show extra details about the card, which is turned off by default? I'd like to see the +/- for various events, to avoid needing to go look in the encyclopedia each time I forget what a card's effects are. 

A couple of reactions:

 - Longer nights (by 15%) seems to be really beneficial. More enemies to kill means more XP per level, so you stay ahead of the difficulty curve more easily. No real downside?

 - The blue sword ability (+25% speed after a special attack) seems to stack too well when using many abilities at once. Use all four abilities at once, and you're a machine gun. Maybe some wrong calculation here?

 - Wizards get trivially easy as soon as they unlock a bit of lifedrain plus the skill that turns it into magic drain. You basically don't run of out mana anymore, and just get as many +Cooldown skills as possible to spam attacks. Seems that damage done by magic spells triggers lifedrain, which is maybe too strong?

 - Summoner's basic attack feels pretty boring and incentivizes just spinning in a circle sending snails in each direction to kill enemies off screen. Maybe a different play style, where you can rapidly send out several snails at once, but only so many per second? For example, imagine a progress bar that goes from 0 to 100. Sending a snail costs 25, but the attack speed is 0.1 instead of 1.5. Send 4 really fast if you want, but then wait for the progress bar to refill. Means you can address sudden big attacks from one direction. Anyway, I felt the summer felt dull, like I wasn't reacting, just preparing.

Did this get fixed already? When I try the warrior, their sword doesn't do anything. Enemies just kind of die when they get in the middle square, but not always. Maybe I don't understand how the warrior works...