Please add a mode to play as the dragon to wipe out the kingdom.
myocytebd
Recent community posts
The windows build apparently doesn't work.
> Error: Couldn't load project data at path ".". Is the .pck file missing?
> If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Godot pck embedding is buggy, maybe avoid it?
Interaction is sub-optimal:
- Zoom should has a hotkey, e.g. ctrl + "+/-"
- Zoom should never be reset, e.g. by new building
In addition, collectors are way too stupid to scale out. All the prioritizing policies are useless.
1M/min is impossible with full upgrades and too many trappers. Cuisine always overflows.
(up to 0.8M/s with <40 trapper and without +capacity; with >50 trapper / max +capacity / multi recipe, food rate collapses, down to <10K/s, if without manual intervention.)
The latency from user input to actual display can take several frames and is fluctuating. The way the game works (if it doesn't "lie") depends on measuring a uncalibrated "latency", which could be random on higher precision, and more likely worse: due to systematic errors, a distorted distribution that is much likely to result in some latencies than others, on a specific system.
Casual and fun game. Looking forward to updates.
- Soul Ash seems to be an outlier.
- (Bug) Golem output is sometimes incorrect: e.g. on lv350+ Gloamclay tiles, golem often doesn't dig Gloamclay? (mouse down does dig Gloamclay)
- (QoL) Holding down mouse is tiring. Please make digging=hover on foreground, and digging=set on tile on background.
- IMO "Event Aggregator" should be significantly buffed to make game pace varying.
As for the wall/tower problem:
- (map 3) Wall requires highly upgraded tower to survive.
- Wall/tower requires highly upgraded hero to build/survive.
Then end result is that hero alone is superior -- less talent points required, and semi idle play is possible.
Wall/Tower is unlikely to have any use until talents are almost completed.