Maximum Depth: 101
All classes unlocked.
Reasonable progress on Talent trees.
I was planning to wait until I had completed the talent trees before commenting, but since I have no idea what the update schedule for this game is (assuming it has a schedule) I figured I’d be better off sharing my thoughts now.
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Global Attack Speed does not affect unarmed attack rate - More a wording issue than a functional one.
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Short quick runs are infinitely better for progression - This is due to the fact that the only gains for feathers are based on Depth reached.
I’d like to see total level added as a modifier, even if it’s only like 1 feather every 25 levels or something. A bit more incentive to push just that little bit further each run. Better yet, add a new talent that grants Feathers per level, then upgrades to reduce the levels per feather! Then you can have some incremental growth in the talent costs, too! (Just make sure the first one is fairly pricy, to unlock the functionality)
- Many talents serve little to no purpose at present - This is due to the previous point more than anything. There are quite a few talents that only serve to help with longer runs, which are currently much less valuable than short quick runs.
I won’t provide examples because this game is still so early in development and I expect this issue to effectively vanish with further development.
- Jobs unlock order is weird - Tier 2 has a Tier 3 reward (+str per level) and I feel the jobs should be reordered.
Either move the other stat+ jobs to Tier 2 and move the utility jobs to Tier 3, or move Squire up to Tier 3, would be my suggestion. The unlock conditions should probably be reviewed as well. (I can’t recall off-hand what issue I had with the unlock conditions, sorry)
- Equipment serves very little purpose beyond a certain point - I think equipment should provide a percentage based boost instead of a flat increase to Str/Dex/Int. This is primarily based on the fact that some talents effectively trivialize the best gear in the current game.
Perhaps gear can provide both static and dynamic boosts? Depends on how the game is developed hereon.
- Town is useless - Due to previous points, the entire town tab is effectively useless for progression in the current version.
I don’t have any specific feedback for this because I feel that this point will be addressed as other updates and changes occur. I just wanted to noise about it a bit. There are stat buffs via town, but by the time you can realistically benefit from them, you’ve already passed the most effective reset point, playing by the numbers.
- Browser related issues - Others have commented on this already. The game has issues running in the background. For a browser-based idle game this is a serious issue.
NOTE: You, Fulryen, have already commented implying that a downloadable desktop version is planned. As such, this is more or less safe to ignore.
I had a thought about the town - Perhaps some permanent upgrades (perhaps based on highest level of each of the stat buff upgrades?) would increase the town’s value. Just a random thought I had while noising about all the above.
I also had a few other opinions about things, but I would only be echoing previous commenters. So I will omit those entries.
In any case, I appreciate you taking the time to read all that. I hope you don’t misunderstand my intentions here - I’m really enjoying this so far. (I wouldn’t bother commenting if I wasn’t!)
Thanks for the hard work, and please know that I’m looking forward to the updates!