What happen to the auto balancing AI? Distribute evenly is pretty useless...
Steely
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I knew about the arrow keys. Unfortunately I'm too disabled to explain but basically it doesn't help much in the beginning when you are trying to figure things out. A lack of copy paste also makes thing tedious.
I had way more fun making a script to play the game and I intend on finishing it at some point so it can play the whole game.
I agree, the balance is very broken. got to T10 rebirth but I have no way to get to t2 abyss nor stage 40 for t3 ascension.
I got to 250 rebirth points and it just wasn't worth it never mind getting another 250 points for a seemingly useless buff. I need more damage not an extra life...
"name":"Extra life","description":["20% to RISE UP after death with 50% HP","+50% DMG and 25% DEF after rising for 8 seconds","After rising become immune to any damage for 4 seconds","Max Tier"]
So I can get +50% dmg after I die first and there's an 80% chance it won't work... very useless.
After cheating to get 2000 rebirth points:
750pts level scales better seems to mean progress? I can't tell but it's still not the damage I need.
1250 rebirth pts multi based on rebirth tier seemed to double my point gain at T10 but that is still trash when you give so little and need so much to make progress.
1500 formation T2. Finally! now I can double my damage... but I'm a glass cannon...
2000 amulet T3. this was probably a bad idea because of the +1 curse but I see the buff +1 requires stage 40 completion, which means I was supposed to rebirth hundreds of times to get to 2000 points before pushing to stage 40?!
Alright, I'll play some more to see how far I can get now...
Edit: I got further but still couldn't get to stage 30/40. I cheated to get souls, buffs (max level and change active ones), and EXP.
Love the 0.3.1 update. Pierce and bounce are great addition.
I wonder if changing the ball color based on how many bounces are left would look good or just end up confusing.
Each run feels like it goes on too long. Maybe twice as long? Not sure what to do about that though. May just be me.
Can't wait to see where this goes next!
:)
Also, there is a bug with the Sandpipes and filling the Water Tower. If you start filling the water while the sandpipe is in use the farm will stop working using water infinitely. Clicking the birth to manually finish watering the farm fixes it. I noticed it an hour into playing today so I'm not sure what else causes it, could of been going on since I started or when I left it off.
Great game. I hope you are continuing to develop it.
There definitely needs an earlier idle science generation, even if it's 10% of a missed scientist.
Prestige's '-' should probably be next to the '+'; It took me a while to notice it.
The hourly bonus is a great idea. It took me way too long to actually look at them because it just looked like cash-grab micro-transactions, probably due to having a time and being next to the daily gift, which is a common location of micro-transactions. Perhaps you could make a quest to activate one or both.
I don't like how tasks work right now aside from having a shorter time for the next task to show up the less tasks there are:
- Not resetting on prestige makes me not want to prestige because of how slow coins are to get (or how slow early game is) and the feeling that it would be better to finish the current tasks because the rewards might be prestige bonuses.
- You could probably speed up the early game by having the random reward(? The thing that shows up middle left of the screen) show up more often early game when its more active play and slow down but stay on screen longer as time goes on as play becomes more idle.
- I don't know how tasks and their rewards are chosen so I don't know if this will work but I'd suggest clearing on prestige, having random rewards for the first couple to speed up early game, and then the rest should have prestige rewards upon first completion and random rewards when completed in later prestiges making it quicker to get back to where the player left off and prevents the player from feeling like prestiging isn't worth it and deciding to quit playing.
I love base building games like this so I'll probably keep playing this for a while :)