I don't know how bosses work but having to deal 5 million damage to a boss to get a skill point is pretty nuts. If prestige resets skills then you should really lock bosses until players have a high level of prestige to actually fight them and make them worth doing...
You don't even get money for hitting a boss during a boss fight, whatever you go in with is what you get. Doesn't feel like this was effectively play tested.
Also, power ups only lasting 30 seconds that you can use once?! With a totally patronizing "Use them wisely." Yeah, the wise choice is to just not use them because most of them are entirely useless.
Using the double gold is the only one that makes sense and really, just get to level 20, double the gold, prestige and keep doing it until you can get to level 100 extremely quickly... What a pointless mechanic..
WolfOfRavens
Recent community posts
Well, yes.
It's environmentalist idealism which aligns on the left but there was more I am just not going to go into incredible detail about it.
The point is that the AI is biased toward this idea that "Humans Bad, Nature Good" which is a poor take of the achievements of humans and the nature of the universe. Would you say you, (or the writer), ideologically leans left? Do you believe in social progressivism? No need to answer, it's just questions to ask oneself when writing a character. "Am I writing this as they would see it or am I writing it as I believe they would see it." Regardless, the narration is easily skipped and the mechanics can be enjoyed without it.
I don't think there is a problem with using either light or virus orbs except that it would have been cool to have a more challenging run where completing the game without using them would be possible. Using them feels like a crutch rather than an achievement because it's automation. The irony of playing an idle game about AI and wanting to use my human ability to win the game, I know.
Weird and unrewarding.
Loosing wall health even though all attackers are dead.
This is defend the castle but 3D but done in a lazy way.
If this was your first game or just a milestone in your path, then congratulations! I wouldn't have released this until you fixed the problem with the armored guys walking off the map and eventually off the bottom of the screen and had a more rewarding gameplay loop.
Are the mobs just supposed to be standing around looking at you while you shoot them? I don't like this....
There is an idea here... I thought it was nice but it's incredibly unbalanced and really doesn't last very long.
I liked the aesthetic, the idea, and the loop.
The serve button gave me carpal tunnel lol.
I didn't care for the dungeon as the way it works is strange and the balance is terrible. You can have Legendary monsters guarding common loot and the adventurers will still repeatedly go in.
Monsters don't heal after the adventurers are defeated.
Adventurers don't have to go through the entire dungeon, just going to the exact floor they want, this is more of a pet peeve because it's how I expect dungeons to work but it's fine.
You can put all legendary monsters in a dungeon, add epic loot, then walk away.
There is an idea here and I want to love it. The game ended too soon.
Game was fun for about an hour, so interesting enough to complete the demo.
Narrative is dumb. Not logical. The beliefs sound more like they are from someone without life experience. Too ideological and based on false impressions of reality.
The AI does sound like it has been trained on data from leftist organizations, reddit, and environmentalist discord servers.
If you really want to improve the narration then you need to study real philosophy and not pseudo-intellectual political mumbo-jumbo.
Mechanically, the game feels fine... upgrades could be better, ranges feel bad, movement speed is too slow. I would have liked to complete the game without using light orbs or virus orbs but you can't collect enough data because there just isn't enough time and your attack range is too low.
Furthest I got with out light or virus was 9.5 and I realized it was a fool's errand.
Gameplay is too linear. Not really a game so much as it is just story. It would have been interesting if there was a branching plot with multiple ways to game over, one or more being actually fixing the printer.
I didn't check but I would like to see "easter egg" phone numbers.
Also, I didn't like being asked if i wanted to do something when I had no alternative choice to progress the game.
I am making this comment on my first play through so maybe I should try some different things first but calling every number lead to no alternate routes.
The fact that you don't get a new set of rerolls +1 reroll for every extra point after 9 points sort of kills the game.
Since the odds of winning the first round are pretty low anyway your pretty much guaranteed to lose all your rerolls.
I get the game is called Unlikely... but it's far more unlikely that will play this again.
I really don't like that I have to reload a second bullet if I fire one and require two. Sort of feels like I am being cheated. There were two bullets in it when I started. I should be able to pull it until it makes a complete cycle. Sort of ruined the game for me to find that out.
Overall, the game is pretty fun. I don't like that I can't see my total health and I have no idea how much a single bullet damage does. Makes strategizing around it pretty difficult for no reason. We just have vague numbers like "Bullet Damage Level".
Also, it needs to be more obvious that you have to move on the map to make money. I was trying to make some money on the first level and did many rounds until I realized I wasn't getting any xp or gold, I really didn't understand what was happening.
Loading, spinning, and shooting are pretty intuitive only if you understand how a revolver works. There needs to be some indicators on these to address that you need to do this.
It's not interesting enough to keep playing after the inital few plays. There is no incentive to continue. I have no idea what the goal is and why I should invest time in playing the game.
It doesn't feel like winning if all I am doing is surviving. I already win that challenge the moment I stop playing.
It's sort of interesting but there are just too many things that aren't obvious it's what you're supposed to do or where the item is supposed to go.
Like I couldn't figure out how to get the ball out of the tree, I kept clicking on it and dragging items to it. Nothing worked. Finally, I went to the comments and found the answer.
If you plan to make more of these, you need to actually explain the mechanics and not just expect people to know what they are.
For the first several minutes of the game I didn't even know you could move around the camera and was trying to find the object.
3/5 - Poorly designed.
After 13 hours of playing. I have decided I don't like it. The unlock system seems weird, you unlock things that are almost necessary which probably should have been unlocked from the start. You have a bunch of currencies and you don't even use them until later in the game. Strength is the most desirable stat, next being Agility. Vitality and Energy are practically useless unless you are spending 1000s of hours grinding up to use skills effectively but why? The RMB skill is worthless and too expensive. The IDLE part of this game is severely lacking, the game requires active attention, using an auto-clicker for the LMB skill to deal viable damage to clear stages.
After reaching over level 100, maxing out practically every item I could unlock in 13 hours, I wasn't able to beat level 30 of Rat Nest and I got bored. The game freezes after 2-4 hours of running and there is no offline idle.
I'm sure if I spent 200 hours grinding and ascending then maybe the game would be slightly more interesting but I am not going to do that.
It was fun while the fun lasted.
I ended with 50/20/50/0/0/0 on stats.
Summon level 10, 25 all stats.
Hunting Bow looks like the only item I didn't unlock, Merc Helm +7, everything else +9
Projectiles are too much. They are unavoidable and the rate they are spammed makes them practically an instant kill in some cases.
If the basic spell could destroy them then it would make it better. As it is though, just having to run into a big red wall is not a good way to do it, particularly because this is supposed to be an idle game, right?
Also, the game seems to crash after a certain amount of time played.
Fun game but I thought Lich was oppressive in the demo. Then I met Hexia in the full game!!
How are you even supposed to win when they are so many chances to get get nailed with a bad run?!
I like rogue-likes for the idea of perma-death/rng... But it seems like the game is only scaled for the highest end of heroes and item combinations. It's practically proven by the challenge modes requiring you to take on curses rather than scaling up encounters.
So many of the heroes are just plain bad, none of their dice sides provide any value.
I really like the gambler because it feels balanced. Especially when you give him the Ace but there needs to be a way to make them viable and not just taking the same heroes every run because the other options are just terrible.
Also, some of the bosses passives are just not fun. Full damage reflection with no cap? If I hit for 20dmg then I take 3x my life total in damage while I still haven't even scratched the total damage needed to win the round.
Some bosses battles end up with me needing to put in 50 damage total and my damage output is limited to about 7 and the opponents are putting out 26 damage.
It just feels really not fun to be getting battered with no chance to win.
My suggestion would be to rework some of the early heroes, make them more viable. Give better scaled up items in the end game, lower the odds of getting gimmic items; or just find some way (incorporate machine learning) to have the game dynamically scale (deal items, heroes, and encounters) in a way that more viable builds exist and the game isn't limited to only a few solutions.
It just feels like the Sub-Hard difficulties don't have enough solutions to complete a full run, especially around encounter 16+.
The game just becomes insurmountable and feels bad.
Other than that, I have had a lot of fun with the game! I beat Hard difficulty in the Demo but I have yet to complete a single run in the full game. Couldn't even beat easy mode.