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DualForce Idle

Tower Defense + Idle, where you play for both sides! · By nerdError

Bugs Sticky

A topic by nerdError created Dec 04, 2020 Views: 1,938 Replies: 29
Viewing posts 1 to 20
Developer(+2)

Report bugs here!

(+2)

First level upgrades state they'll give the second level upgrade
Lv 1 .1 -> .3, Lv 2 .3 -> .5
shows as
Lv 1 .1 -> .5, Lv 2 .3 -> .5


Something is going on with costs. Thinks say they cost more than they do after the first rebirth. Perhaps one of the rebirth upgrades are making the costs say they're higher than they actually are?

Developer(+1)

Thank you for report! I just published hotfix update for this, sorry for inconvenience!

(+2)

Costs are all out of whack. The reported values appear to be about 3 times larger than the actual cost paid and required for just about all upgrades.

Developer(+1)

Thank you for report! I just published hotfix update for this, sorry for inconvenience!

(+1)

gunshot weapon tab does not refresh on page load, resulting in a text-less tab.

The unlocks section has not gave me any other unlocks besides the starting ones, it says collect 10.00 coins to unlock. I collect the ammount and i don't unlock anything

Developer(+1)

It says 10.000, meaning 10000 coins, not 10

oh that makes more sense, i got thrown off by the numbers having decimals so i thought it was a decimal and not a comma

Developer(+2)

Yeah, sorry for this. My bad

(+1)

your fine! Great game btw

I don't think it would be a problem if you didn't use the period for decimals everywhere else in the game. I thought this was a bug too. Consider changing one or the other.

When i upgrade A Rebirth thing this happend Like i start with level 2 But Next Upgrade its costs As how if i purchase LEVEL 1 So you can fix it? 

Launching game on itch.io doesn’t work but it works here on crazygames.

Message I get:

Uncaught (in promise) TypeError: self.C3_CreateRuntime is not a function _InitDOM https://v6p9d9t4.ssl.hwcdn.net/html/3116705/scripts/main.js:39 main.js:39:165

(+2)

Noticed that once you rebirth, all the mobs on the map are killed and you get coins/rp for them - leading to a tactic where you wait for the maximum mobs to be spawned in before rebirthing to get a large coin boost

This isn't beneficial, the amount of RP you get doing this is barely worth doing

(+1)

It doesn't load on chrome.

(1 edit)

There is a bug when you leave your cursor on a monster, then idle it by switching it to another tab, the cursor will turn red, but quickly returns to normal when I tried hitting a monster with my cursor

(+1)

Infinite rebirth points very early on due to cash overflow generated from mobs dying during rebirth.


lol this is a non-issue. The number of rebirths you can do is not important or beneficial, what's beneficial is the amount of RP you get from them and this is a very low way of generating RP

(+1)

when I try to play on IPad chrome or safari, it loads but then it won’t let me hit “got it” on the pop up, and I can’t play.

if i go idle then when i come back it says mobs drop x amount of RP but the actual amount i have doesnt go up

(2 edits)

A teeny, tiny, screen layout bugette.

Turrets menu, Gunshot, has:

Damage, Rotation speed
Arrack range, Reload duration

Turrets menu, Lasergun, has:

Damage, Attack range,
Rotation speed, Reload duration

On one screen or the other, Arrack range and Rotation speed should be swopped over so the two screens match.

The map loops round!  Surely one should lose or be penalised when a monster gets to the end of the map?  Instead, they just keep going round, including with the damage they have,

The idea of Tower Defence is that one must defend from the incoming hordes.  This is just a meatgrinder.

Knowing I don't have to kill the monsters removes the peril from the game.

It also means one can use the monster's Speed enhancements at no risk.

I think this is a bug.

Instead, either the game should end, or there be a serious financial penalty, when a monster gets to the end of the path.

Developer (1 edit) (+1)

I know this comment is really old but i just wanted to answer it for some reason

Well, its not only TD, it is also idle, and in idle main point of the game is to make progress and to make progress as fast as possible. Also idles are often do not punish you, slow progress is punishment by itself. To be honest i kinda like the idea of idle with some kind punishment, but i think in this game i handled it pretty well still. First, missing enemy often makes your turret rotate excessively and in general makes everything more chaotic, making your "defense" much less effective, so even though i know there is no punishment, i myself still try to avoid enemies looping when i play the game. Second, you can accidently spend too much money on upgrading enemies, making them impossible to kill with just one loop. So in case i added some punishment, people would end up in infinite cycle of losing, and so i would have to change the whole concept of the game to somehow prevent it (and i dont like that). Thirdly, im not sure what do you mean by using speed enchantment with no risk, upgrading speed too much makes enemies much harder or even impossible to kill if you dont have spikes or lasers, so the added reward for killing the enemy will be useless then. Whole point of speed upgrade is for you to balance added reward and added complexity to kill the enemy. And well, it works for all upgrades, thats like the main point of the game: balancing defense/offense. Not sure why you mean speed upgrade specifically

That all makes sense, thank you.   I see what you mean about an idle game not ending, I did not really appreciate that philosophy and I do now.

About the speed upgrade concern, with your explanation, it does not matter.

For some reason my  max count wont increase when its on 

The HP Based Damage of the Spikes does not kill Rocksters.  I have Rocksters with health of 1.63k and Spikes with % of HP at 34%

Surely three hits from a Spike at 34% should kill any monster (3 x 34% = 102%)?

To test this I have removed the Gunshots and Laserguns and left just a row of 11 x Spikes.  The monster strength has indeed gone right down after being Spiked four times, but despite having 11 x Spikes and the monsters being spiked over and over again many times, they do not die.  I suspect they are eventually killed by the Spikes Health Damage.

Developer (1 edit) (+1)

"Health based damage" is based on current health, not max health

Thank you.  Yes, having modelled it in a spreadsheet, and playing with just one monster and a series of spikes, I see how it works as you say.  Thank you for explaining.