nodebuster clones arent a genre dipshit. thats like saying every action RPG is a dark souls game.
tetradigm
Recent community posts
tired of all these played out "nodebusterlike" shits clearly made by the same fucking AI bullshit that all the others are made out of, with the exact same shit mechanic of "heres a few seconds/moves, time to make rapid twitch decisions and give yourself carpal tunnel". ive seen exactly ONE of these games do this shit in a way that isnt purely designed to appeal to a quick dopamine rush (not that any of you know how to do that correctly, you need lots of exploding saturated colors, and simple shapes and forms to appeal to our monkey brains not this bland AI shit), and that ones done by a porn game developer (not that the game is porn).
have some fucking originality. DO SOMETHING DIFFERENT. and for gods sake move away from this fucking nodebuster styled trash.
stop adding shit, and make your game actually playable. PROTIP : i shouldnt have to click 7000 times to get a fucking levelup, or kill a single dude. hell, i shouldnt have the choice to manually attack in the first place, just make the fucking auto attack at the same rate as the enemies, instead of once every 10 seconds or whatever dumb shit you picked.
i wouldnt bother trying to refund the spent anima for a hard reset, as the reason i felt i needed to do one was that all my previously earned anima had been deleted, and my meta values reset (they werent, i just forgot that this is a visual bug.). and with a bit of save scumming, its really not that hard to come back from.
im guessing the unlocking just kinda happens at random? if so, id suggest not having the starting unlocks as random, but rather the basic 3x bonus with no drawback spells, around the base stats. that makes it so they dont get completely screwed by RNG and end up with 8 vitality+ and 2 stamina+ spells, while also removing the chance of them having 3 speed/control spells right off the bat to steamroll the game with.
i think the 2 separate UI's are both adequate for what they need to convey. unfortunately, you seem to have locked all but the first 10 spells with seemingly no way to unlock the rest. on the plus side, that means the enemies also only have those 10 spells to pick from, which is kind of odd.
also, there is some kind of issue with the "hard reset" option, as it dosent reset some things like your currently held Effort, and meta values (though it does visually for some indeterminate period of time). i had to do a hard reset because this update seemed to bug my save out again, and noticed these irregularities when i did.
it looks like everything is working more or less now. i figured out what the problem was (on my end) with the choose count upgrade, which was that i had to select the spell menu manually when i have no milestone spells queued up. i like what youre doing here, i too enjoyed idle superpowers. so i hope you keep at it. ill certainly be pushing my dude further to try and help identify bugs that need ironing out, and once you move onto balancing ive got tons of advice. but dont bother with balance right now, just worry about filling the game with as much stuff as you want it to have and making what you can work as best as you can.
one thing i would suggest however, is using a larger canvas size. you are severely limiting what can be displayed by defaulting to such a tiny resolution, im assuming its something like 720 or lower. better to scale a larger resolution down then blow a small resolution up.
in that case its definitely not working, if im understanding this correctly. the "sleep choose count" is supposed to give me a free spell upon prestiging, yes? as in i hit sleep, then immediately am presented with X number of new spell choices? if so it dosent seem to be doing that, or anything for me.
aura is having a MUCH greater effect than you intend. enemies with an aura of 2 take ~1/3 damage, and 3-4 aura makes them nigh invulnerable. i managed to get 3 control buffs on one run resulting in a min/max damage of around 35 million, but my attacks would regular hit for 1,000 or less damage because by that point every enemy had 3+ aura. at least i ASSUME thats whats causing the insane damage reduction, as there dosent seem to be anything else providing damage reduction.
a lot of things just dont seem to actually work, like the "choose count" upgrade which presumably gives me an extra spell every time i get one (as in upgrade it for 2 spells per milestone boss), but it dosent. on top of that, whatever you did with your last update seems to have broken spell gains in general as now i only get a choice every 2nd milestone boss.
heres a pic of what im talking about. as for the meta bonuses, they arent even being actually applied to the stat calculations for the most part, if at all. a few stat calculations show the meta value, but most dont have it in their stated calculations at all. i mean like they SAY they use a meta multiplier, but in the actual calculation that updates as your stats increase, the meta value is not present. example : speed : the math section is just "1.0 base + speed bonus = x attacks per second"
even after the updates, the game is unplayable because of 1 simple mistake:
you are scaling enemies to the power of the player, instead of the PROGRESS of the game. even if i do manage to somehow win a fight, through sheer luck and nothing more, it dosent matter. i will never have any sense of progression as enemy power is directly related to MY power, instead of my PROGRESSION.
while you fixed map movement and mine placement, it still takes absolutely forever to advance at all. mostly because the 3x, 5x, 8x, etc. miners dont actually make anything more than the same number of individual miners. the prices grow exponentially, but the value of resources dosent scale up at all (doubles for iron ore, but theres almost none of it and that dosent help the regular miners at all), so in essence the VALUE of each miner scales DOWN exponentially with every single purchase.
ill never understand why "developers" keep copy/pasting this shit tier excuse for a balancing starting point which never changes to something better.
honestly, theres nothing of any value here. its a randomly generated map where 90% of the available space is unusable because you have the game forming a bunch of stupid randomly shaped islands. the mechanics are so basic that i cant imagine it took you longer than a day to throw it together, and have me questioning if you have played an incremental game released within the past 8 years or so. it uses the same generic exponential cost scaling that every random "i dont really give a shit about this game" game has used since copying adventure capitalist became a thing, what seems like a lifetime ago, but with NONE of the upgrades for basic resource production that make those games even remotely playable.
i actually didnt mind the whole tier up process once a realized that i had to breed them to level 10 (or whatever their cap is, i assume its higher per tier) to get the next tier. doing that, resulted in the next tier each time. but seeing as their production value was reset to 1, it disincentivized me from trying to reach further tiers.
what DID bother me a lot, was the fact that breeding results in completely random monsters and DNA values. breeding nothing but slime/elemental monsters, i would frequently wind up with an extra 2-4 DNA values added on at random. i assume thats to simulate mutations, but it runs counter productive to the whole "DNA matters" part, as well as thats just not how mutations work. new genes arent added in alongside the existing genetic material, but rather some existing DNA transforms into a different sequence. so like, instead of a chance of randomly gaining new genes, there should be a VERY small chance (like less than 1%) of one of the existing genes changing into a different gene.
also, monster genetics do not seem to control what the monster visually is. i got quite a few slimes with no slime element, humanoids that were straight up quadrupedal beasts, etc. so im really not sure how genetics supposedly matter, when you are seemingly adding a bunch of hidden RNG shit to everything. ideally, you should never hide calculations and information from the player. anything that effects the gameplay, should be evident and subject to the users observation.
ugh this wave of shitty "demos" is so fucking disgusting. and this way of doing it? limiting the user on a specified number of actions instead of just having a point in the "demo" where theres simply no more content, is the most retarded shit ive ever seen.
as for the demo itself, theres not nearly enough time to actually see how it is. from the very little i was able to see, its pretty buggy and shitty. placement of eggs/monsters is wildly inaccurate, and if they are too close to the edge they can breed with the adjacent areas freely. increasing monster tier only has a visual effect, they still provide the same pitiful value of resources which gets reset back to 1 when you "tier up". shop and reroll prices scale with...an unknown variant. i restarted several times, and 1 time i had the reroll value NEVER rise the entire run.
tl;dr stop using generative algorithms to write your code for you.
its more that im not about to manually prestige a dozen or so times so i can unlock automation. i understand that you have barely anything here at all, but serious question : do you even actually play incremental games? because it sure as fuck feels like youre another of those "developers" who played a few shitty generic ones and said "well fuck i can do that!"