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My only issue is, that the talents dont seem tol work at all. already got so many attack speed talents maximized, but my attack speed is still at 2.03
Weird thing is... when i upgraded one of my heroes by 100 levels, by HP went from 810M to 790M HP... its totally weird
-BOSSES: Killing 3 star bosses should be more rewarding. Right now, they doesn't differentiate from other normal bosses. We should be able to farm Warrior Stones on them.
-BOSSES: First kill of the 3 star boss should award player with 50 Warrior Stones and every other kill should give at least 10 Warrior Stones.
-TALENTS: Talent's are a joke. You can max them all in like an hour or so. Probably even less
-LEADERBOARD: Ranking system is at very best... TERRIBLE. I want to see other stats and compare to other players, not just the maximum stage I have reached.
-DAILY REWARDS. Day 3 and the reward is mere 50 Warrior Stones. I took me less than hour to max every single talent and I have already nearly 3 million spare...
I am not looking forward to login on day 3.
Do Not lock everything behind tutorial, make everything available to use at start (inventory, stage lock, etcetera.) Make tutorials optional pop ups that occur the first time you click on something.
Don't kill my character until I fully understand how to keep them alive. Character deaths are very upsetting.
We added auto loot feature. Now all items will be looted automatically. You will be able do disable auto loot from inventory window
The merit is sought by the player, not only the statistics that play but also the skill of the player.
Create a puzzle of 1,000 pieces and go randomly while playing. Exploration.
Create dungeons, with different objectives to meet. Kill a certain enemy that is hidden in a room on the map. Kill a certain number of enemies. Find and kill the boss and dungeon bosses. Find a specific object inside the dungeon, such as a prisoner or several prisoners.
Achievements with closer ranks and that do not give the feeling of remoteness or inability to achieve them. Killing 10, 100, 250, 1,000, 10,000 is a mistake. It is much more interesting to create ranges between 100 and 250 that invite players to continue fighting for achievable goals, not to feel that it is better to play without considering them, since killing 10,000 or 100,000 enemies requires a lot of time and is terribly REPETITIVE .
A clicker is an extremely repetitive game, so you have to create varied routines and create situations where the player feels that he is actively participating in the result of his success. Hence, it is important to be able to defend yourself against attacks, find counterattacks, attack at the right time to create a critic, etc.
It would also be advisable to use damage ranges. That there is randomness and ranks in the team. A sword that does 1-3 damage is better than creating a sword that always deals 3 damage. In this way, the range of attack of the weapon in question can be improved with spells. This will create differences between teams, sets, etc. among players.
When possible, it would be advisable that all the team that is created can be put on visually by the players. That creates an important immersion feeling. And it is very rewarding. Create auras in weapons, shine in armor, etc. Try to make players differ from each other.
If it is going to be a free to play and you want to make money, you should create several systems of coins, runes, crystals, minerals and everything you can think of. That you can get freely in the game, playing, but that you can buy everything to save time. The question is to make good offers that make players interested in buying those products. It is not about making a pay to win, but about creating a market with offers, more destined to collaborate with the game to support it, than to buy it to win other players, etc.
It would also be interesting to create a random talent tree. I mean, as you have it now, there is health, armor, damage, critical chance, critical damage, attack speed, resistance, resistance reduction, etc. The idea is that you leave the tree that is now implemented in the game and that once it is completed, anyone adds an extension that will be generated randomly, offering a number of random paths, for example, health, endurance, critical damage and attack speed . The player will choose which one interests them from those offered and will have to complete it before being able to generate another extension. So all the characters will be different, it will create an interesting stimulus when making decisions and it will make us feel that we are doing something useful with our time.
They could also be sold in a special store, scrolls to choose the talent we want / need / look for. So that everything is not so random. As long as coins can be obtained to operate in that market, in the gifts to enter that day, during the game, etc.
Combat skills should make the character do something special, such as a combo of quick hits. These skills could be improved to increase the number of hits, create bleeds, reduce armor, reduce speeds, etc. An idea would be to create 5 special movements. The first move would be 2-3 quick strokes. The second 3-4 strokes, which create bleeding. The third 4-5 blows that leave the enemy stunned for a few seconds. The fourth 5-6 hits that reduce armor. I mean, something like that. The question of this is to give the possibility of making a more tactical combat, not always doing the same, creating variety, etc. And the feeling that we are doing something worthy manually.
It would also be interesting to create magical affinities and magical resistances. To create simpler enemies and others with which you have to be very careful and defend yourself well from their attacks to avoid a certain amount of damage. And to be able to imbue our team with magic that of resistances or runes that give damage. At the user's choice.
It would also be interesting to create weapons, which have a small percentage of instant death. But that only works with normal enemies, not against bosses.
Instant fortune, which would be gratifying to see. That gives rise to more achievements, etc. And ending enemies with one blow, encourages enough.
I think it would be interesting for you to look for ways to create a challenge in the players. Not everything is automatic. That you have to do manual things. Create a feeling that we are fighting, that we participate in the improvement of our hero and that we actively help him in combat. With simple things like using the course to defend against high, medium and low attacks, create a dodge button, with a small jump back and block with the shield with the right mouse button. Create systems to make critical attacks (the classic attack right after making a good block / dodge). That would help your game a lot.
It would also be interesting for you to focus on the theme of damage animations, the colors of numbers, details such as blood when putting a critic like dismemberments, lunges, impales, scenes that create immersion. That the response of the controls be graceful, fluid and that the combat system is gratifying to play it. This is very important.
Well, they are all suggestions ... I know that implementing all this would take time ... but it is your game, if you want people to enjoy it, you have to fight to create a striking challenge and players want to spend their time in the game . That is only achieved with hard work, good ideas and the correct implementation of creating a real adventurous challenge for users.
These IDLE games end up boring for repetitive, I think it is much more interesting to create immersive, free and random character development. With a gigantic loot system, huge crafting and possibilities to make the player believe that he is struggling to create something unique and unrepeatable. But most importantly, the game system, if there is no manual involvement, there is no small component of manual skill in the process, the game falls apart because of how repetitive and contemplative it becomes.
I also believe that we should create a lore, a why we are killing everything we kill, etc.
For now I will not continue writing, I hope that these strokes, encourage you, encourage and invite you to create a better game. I imagine that you already have your ideas and that you are developing them little by little. I hope this text gives you something to think about, since I am convinced that you want the attention of the players and their involvement in your game, so you have to create something less contemplative and have much more manual action, so that the Player feels part of the adventure and not just the character's development.
Understand, that it is very boring, to see a man walking eternally in a side scroll, killing enemies automatically. Neither has merit on the part of the player, nor do we feel part of the adventure. And the monotony ends up taking over the vast majority of players. So keep this in mind.
Another type of missions may be rescue. End dungeons, at a specific time and kill the final enemy before that time ends. They can be random dungeons, where you have to explore the rooms in search of the final enemy or in search of the cell where the prisoner is located.
Another type of missions could be training, where you could create some kind of minigame, where you have to be precise, in others fast, in others a combination of both, at other times click at the right time ...
Another type of missions can be to escort a pnj from one place to another. The only thing that should be implemented in this type of mission, is that the enemies from time to time throw a throwing weapon against our "passenger" behind us. If we fail to block that specific attack, the weapon will impact our companion, taking away some life. There may also be traps along the way, which if we do not deactivate, will also damage our companion. It can also appear from somewhere, a fleeting enemy, that shoots an arrow against our companion, that we can deflect with the mouse pointer, or kill the enemy that emerges suddenly, clicking on it, as if it were an object of the stage . This way you will have to be attentive along the way.
If you develop a good battle system, you can implement a pvp and pvm arena. It can be very fun and exciting to play against other players and improve our skills as players, not just the team, stats and talents. It is crucial that the player enjoys playing, concentrating on making the blocks at the right times, trying to create opportunities to make a critic, dodging, etc. Remember that it is interesting to attack above, in the middle and below. Simply use the cursor, or point directly with the mouse pointer to the head, chest or legs and click.
It could also be very interesting, to give stronger strokes than normal, with a classic system where we press the left mouse button, we press and hold the punch, once we stop pressing the button, we will launch a punch much more strong.
All this, to try to create a more tactical, varied and entertaining combat.
Another type of mission may be to defend a specific place from a wave of enemies.
For players who read this, with constancy and attention you get about 3,000 gems making achievements and clicking on the
objects that go randomly through the scenarios. That is enough to save all our equipment, to improve it.
progressively Those who complain at this point or accuse the game of "stealing" or making the game not of gems to have to buy them, is
false. All this without counting the gems to log in every day, since I've only been playing the game for 5 days. I mean, I don't understand those who
complain in these sections.
For developers.
You have to understand that the player's merit to the game you are creating is that of patience and perseverance. And the players
normal, do not look for these kinds of challenges. Me neither. Your job is to create a challenge that invites the player to put the five
Senses in the game.
The gameplay is too monotonous. It is true that the time in which the skills are recharged has greatly improved. I really use them
to fulfill the achievement of using them, since they really contribute little during 99% of the time. They only serve to fight the boss
final, where they are decisive to move forward.
The game is too contemplative. The player has to feed on his own ambitions. First have enough patience to
Create an inventory that gives you the chance to improve your equipment. It is not enough to save all the equipment, it is better to get, about 10
more spaces (2,500 more gems) to be able to fight and create celestial objects, using the craftings system and keep storing objects of 5
stars, so that when you have 5, you can acquire a legendary one. And do this sequence with the legendary, to get a heavenly.
The system is interesting, but leaves too much responsibility to the greed of the player, who will try to ignore the boredom that needs to be
endure during the gameplay, to achieve these goals.
You have to understand that the gameplay, the game system should be the base, the epicenter of your game, since its correct
implementation and development is what will attract a brutal player base and you can make a profit from your effort.
It is much better that you create 10 enemies and a game system that requires the player to be involved manually, have battles to win thanks
to the correct use of their manual skills, their skills and their correct decision when uploading attributes in the management section
of the character.
Your game has very strong points in addiction and these are, the freedom to develop the character, the crafting system, the
Correct implementation of power gain when restarting the game and gameplay. These points you have to pamper them a lot, since they are
your chance to get hooked and want to move forward in the game.
As the game is now, I will tell you that it seems a serious mistake what you have decided with the talent tree. It's a shame that everything
That tree is left in nothing. By having the player activate the parameters that you have decided to place with "your order" by
money that falls from the enemies, you have removed the freedom of the player to develop his character as he pleases.
I hope it is a temporary measure. It has also given the feeling that you are not clear about what you are developing. Which is not bad, yes
you are open to the suggestions that in this department you give the option to give you the ones that play it. But it has given me the
feeling that you have been able to pressure the players who complained that they had already completed the tree and did not know
what to do, and for that reason, you took this course to avoid leaving the game. Although it is only an impression.
The game is in development and it would be good to comment on all the players, so that they are not hard in their criticisms. I've seen many
negative reviews and it is because the game is in development and they think that the game is like that and that it will be ... I hope not.
I hope not to be tired and that you don't have to read again, that you have to improve the gameplay. I think it's better that you design manual mechanics
so that the player feels that he "defeats" him to the enemies. Create a system of blows and skills so that there are combats against
enemies.
It's a clicker, but you can evolve the concept a bit and make a clicker / rpg / tactical, focused on the action of battles, development
Free and "semi-random" character, with a complex system of crafting. But that the fundamental pillar of the game, be the battles, because
otherwise, the game is too monotonous and contemplative.
When it is time to start, the feeling of overwhelm and emptiness is brutal. That's because you don't have an addictive gameplay and go the way It's boring.
Be honest with you ros themselves and try to play 8 hours straight to the game, objectively analyzing what you do in the
screen and you will see that you will not experience any sense of "merit" "satisfaction", etc ... the only thing you are offering the player is
a reward for continuing an experience that is objectively boring.
I have been thinking that you could create a system where the left button was used to manage the left hand and the right hand the right.
So if you put a shield on the right, you can block, but if you put a weapon, you can attack with that weapon. For players with two weapons,
They could block attacks by pressing both buttons at the same time and leaving it pressed 1.5 sg. this way, when the player throws quick punches
It does not block.
You have to create a system where we see the monsters prepare their attacks, to create the opportunity to block them in the moment
suitable, or dodge them if it is a magical attack. I know that what I am writing here, perhaps, is not what you have already designed. Than
you probably trust that when the crafting and reset system is better, players will play based on their greed for
achieve goals, even if they get bored during their achievement.
I invite you to reflect, to try to evolve the gameplay a little more, that you seek to create in the dynamic game players
that invite that old paradigm of video games, "easy to play, hard to master."
I also recommend that you remove the talent activation system for gold coins. Limit and destroy the freedom of development of
character.
It is better that once, we add the points to the tree, the player already has those parameters implemented in the character. If you think that
It is simply poorly implemented, because it was too easy to fill it out, recheck it and make as many changes as necessary. But
it is much better, that once a talent is acquired, it is implicit in the performance of the character.
I also invite you, to leave the talent tree as you have it, but to add a function that, when trying to progress, is generated
a sphere of random skills to fill in, and give players flexibility to develop freely. That hooks a lot, to all the
The world likes to design characters and spend soul points in their development. That invites to replay the game ... as you have it
structured now, invites you to leave the game, since filling in the tree is simple and only serves to give the option to activate those
abilities, but in a concrete way and only ONE way that is what you designed. It is a serious error of concept and destroys
Much vice.
I also invite you to develop a system of numbers, the classic of strength, dexterity and others, that has to be uploaded. To all players
We like to create builds. One thing is the talents and another the physical features. You could design another tree, but this time, numerical where
develop the physical attributes of the character and that these changes help and facilitate our performance on the battlefield.
It would also be good if you developed a system of magic, so that the players had some spell to cast.
Also a system of gems to introduce into armor. A rune system to improve equipment and a magic system to return to
team up
In this way, you will have much greater market to create healthy and healthy offers redeemable for real money, you give more depth to the
game, you give more formulas to develop the character to the player, etc.
It would also be very good, that you explain everything in detail, so that the player does not have to learn with the trial / error. Learn by
bad, etc.
Monitor and pamper the reward system and the system of earning money from enemies, as it destroys the patience of anyone needing
200Q, when we gain 10q by killing an enemy automatically .... it is normal for people to despair, because of the gameplay ... this
It will not happen if the combat is more dynamic, tactical and forces the player to strive to improve and focus their attention on it.
You have to propose FUN during the trip and so far, you are not getting it. I know it's an idle clicker and that they have never
based on these concepts, but I also hope that you break the barriers of the established and create a hybrid that
make a lot of money win, make you jump to fame and I can enjoy a game, HAVE FUN while planning how I'm going to distribute the
fruit of my effort.
I also want you to think about this concept. One of the biggest challenges that every designer faces ... Ok, I've already created the currency of the
Game, the gold piece. And now what the hell are the players going to spend it on ... what should I create so that the player wants to keep killing
monsters to get those gold pieces ...
Almost all the games have this problem, and players always end up having a quantity of wild gold and do not find what to spend
that fortune So it would be great to create something that is useful, in which to spend that wealth. In your case, it's the stones
soul. People will accumulate billions and trillions of that ... you have to sharpen the aim and create many useful and desirable things where
invent those coins ....
Good cheer and I wish you the best. And please, develop the gameplay and make the trip as fun as possible ...