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itzFyll

3
Posts
A member registered 23 days ago

Recent community posts

Balancing issue:
Buy batches of 10x normal pokeballs for 1k each (real cheap) couples of times ~20.
Auto-recycle -> produce 200 rare candies.
Leveling up a pokemon cost only 1 rare candy...
Result: I have a lvl 500 Dragonite after 10 minutes of playtime......

Proposition: Cost per rare candies should increase drastically per pokemon level.
Other question: Is there supossed to be a lvl cap ?
Also when leveling up using rare candies, I never got a pop-up to ask me which moves to replace.

The game save got corrupted after ~1h of playing.
My team randomly switched to a lvl 5 shellder, when I'm trying to open the 'team' tab, the screen is empty and soft-lock the game. I have to refresh the browser, which bring me back to having 1 shellder which was not even in my team. I can still see my cash (100k+) and Dex tab progress is fine. Really weird bug.

Anyways good base for a game, but definitively need some UX improve. Here's some ideas:
* Don't use browser alerts, it undo the game full screen mode, which is hard to play without with the scrolling required in the team tab (currently an alert is prompt when doing 'auto recycle').
* In fights, display different color for the damage if damage is effective/very effective based on elements.
* In team tab, display the elements of each pokemons (not everybody are nerds that know every pokemons)
* In team tab, allow sort or pin by pokemons in current team.
* In team tab, allow switching the current team order (ex.: switch first poke with 3rd by drag/drop)
* Game progression: The game description is misleading, I believe a lot of the features are not implemented. I got stucks at the 2nd map floor 10 with no way to go beyond and nothing warns about this being the end of the current state of the game. The 'goal progress' could show a warning at least. And changing the game description 'key features' for 'future features or roadmap' would be less misleading. OOOOrrr I'm just dumb and got stuck in the game without finding what to do, which would be another UX issue.
* Ancient Vault: Allow repeat would be nice, when in 'late' game this would become the next best world.
* Money balancing: The second map gives more Exp, but the exact same amout of gold as the first map (500 per fight).
* Catch tab: Doing the base pokeball is wait better because of the Pity Legendary. Giving better IV changes to other pokeballs could balance it out so they becomes worth it.
* Idea: Being able to catch the currently fighting pokemon could be nice, expecially when meeting a shiny.
* Wtfs?: Some game designs need explanation, I still have no idea what's the 'chain' bonus. I know some concept comes from the actual game, but explaning In game would be better for non-pokemon veterans. Ex.: Chain mechanic, Weather mechanic, Current skills and lock mechanic on pokemons.
* Some shop items are useless atm, it doesn't seems like we can use the elemental 'Stones' atm.

Keep it up, I repeat, the base game is good, but need polishing (and more progression)

Decent game, but need some balancing/bug fixes.

Here's a quick list to help the developer of bug/upgrades:
Features:
* Bug report directly inside the game (reuse message mechanism or link to a discord)
* Add a remove members of family button
* In jobs tab, also display the reputation per seconds.

Bugs:
* Lots of text are not properly translated in English
* I created a family (RY$H) and for some reason I'm not the leader in the member list (might be visual only)
* There is desync issues with the family upgrades, I invested 140 bullets once, then 500, but it rolled backed to 140. Same things happened with 70B$ worths of upgrades. I noticed the 'power' bought changed and it was not me who bought it, I believe the 'local' save of the family might be overridden by another player making some upgrades.
* When buying bullets from the market, the displayed 'trade' is not accurate, I need to refresh the page so see the real current trade. Ex.: The display trade can be 500 bullets for 5B$, when buying the 'actual' trade was 300 bullets for 8B$, refreshing the page before buying fix this sync issue.
* (Might be intended) Leaderboard 'Power' tab seems to show only the 'base' power without taking into account the prestige bonus. This is confusing when reading my 'stats' tab or bodyguard where I see completly a different number.

Balancing/Bugs?:
* Attacking another player resets on prestige, this is an issue since this allow me to bypass the 6h wait time between attacks. That way I can prestige (which takes 30sec todo) and attack the entire leaderboard since I already have 50k base power with the prestige upgrade. If I do this, I can steal 3 bodyguards per prestige (each ~30sec).
* Buying bullets timer from the market reset on prestige (same balancing issue as the attack on players).
* Doing a lot of quick prestiging is very powerfull, might be a good idea to add a minimum 15 mins delay between prestiges.
* On prestige, all unspends prestige points are lots, personal bullets are not, might be a good idea to add a descriptive text explains what's reset.

General improvements:
* Heat calculation and impact is confusing, having additional stats of the 'global heat reduction' and a more details view on hover would help. Also what's the impact of the direct -X% heat? This is more an issue early game, late game heat is no issue.
* General stats impact is confusing 'strength' training barely impact the gains (comparing 0 vs 100 strength), might be because the +1000% money is flat and little compared to the prestige bonuses. Having more general detailed stats for all bonus (prestige + stats + family) might help. This is a management game, giving the player the tools to know where to optimize its gang is important imo.

Overall good incremental game, this is not to criticalize badly the game, but hopefully help to improve it. Keep it up!