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Same. Spark now has several billion years to become usable.
Reloading changes nothing, and I can't remove it from the bar it's on because cooldown.
- There seem to be a LOT more stats than in the 0.5 version. The window that lists their effects and current numbers is a godsent, please elaborate on that and provide explanations what all those stats even do. (For instance, what is an alchemic upgrade?)
- I keep forgetting about the garden. Please give us some way to tell just from the main window if any plant 1) has reached max growth and needs harvesting, 2) is being harvested or 3) has been fully harvested and needs to rest and grow.
- I have mostly stopped casting cantrips. There is a lot going on and I just can't spare the time or attention for them. So I find myself relying on passive generation and spells/effects that boost it. Are there any plans for some form of auto-casting, maybe through a glyph?
- There is too much cumbersome menu switching. Please consider giving us a loadout hotbar, possibly instead of those useless reflective concept icons above the spell bar. And a consumable hotbar - there are those slots above the toxicity bar, but I have failed to figure out what those are or what they're for, so maybe use those?
- Levels for items seem like a bad idea. It basically lets us choose between either sticking with one set of items and ignore all the other stuff that might be usefull every now and then, or carry items we don't really need to grind their level.
I am a potential buyer, have already spend a dozen hours with the in-browser version [v0.5.4] and wanted to buy this game when I have enough free time. This makes me a bit reluctant to be honest. What I LOVE about Orb of Creation is that I rarely have to wait, that it is not one of these incremental games that wastes my time or where I have to grind a lot, especially in the early game. Has this changed in this version a lot? Reading your post puts me off buying the game a bit to be honest.
1) research drain management, either having a setting so excess resource gets autoused by paused research or having the drain have last priority so it doesn't kill alchemy. Having to pause and unpause constantly to progress both optimally sapped all my fun in the game near the (mid? end?) game.
Doubly so for mana which I think I somehow got behind on generating, my options while researching are to basically cast no spells for hours, or pause, cast stuff, unpause, wait 10 seconds repeat.
2) Spellbooks, where I'm at it feels like there are roughly 2 dozen loadouts I could have for different things I want and swapping them is moderately annoying, especially when you start having to try to remember which type of what buff you need to go along with it, then have to stop and go "wait this spell needs that unusual modifier instead." I got to the point where I'd rather just ignore game components for a couple hours than try to deal with that and similarly ignored 90% of new spells since I couldn't be bothered messing with a loadout to experiment.
Obviously a ton of extra books could help, but even having a way to save and/or name old loadouts to cut down on the swapping time to look it all back up would have been nice.
If you mean research research then I don't get your complaint. Its a one time thing then you have it.
As for mana. You are clearly doing something wrong. I have 102 quadrillion max mana and recover 86 quadrillion per second on the screen I am looking at. Oh wait my bad, 77 qa with 91 qa/sec. I was behind on upgrading my reserve level. Check your casting tab under the magic category.
You do have loadout saves that you can name. Upper right of the screen, the book icon.
Also you might have missed that you can do 5 clicks at a time while holding shift or as many clicks as are possible while holding ctrl.
Eventually you'll unlock more attributes that let you maintain some spark passively and decrease the drain.
Overall it feels more engaging and friendlier to use, thus far the pace of the early game seems slower, and the emphasis on spells ends up putting a focus on them while they're still really aggravating before they really get fun. Back when I fist did the previous version the entire early game felt like this constant snowball of progress. There were always so many buttons to click and things to explore.
Now it feels like a crawl searching through the pages to figure out which particular set of systems need to work together to get to the next two or three big goals. While it's a more focused experience, it really feels like there's a lot less exploration and freedom now.
I'll see how I feel once I get into late game, but overall I do miss the hectic, explosive growth feeling of the last version.
"get resources going" is a bit of a misnomer as most who play Incremental games tend to expect some level of idleness to be viable. This game is not played like that. All ways of actively playing the game are overwhelmingly stronger than every idle option, the idle resource generation is just there while you work on other things, it'll accrue much slower than you can generate it manually but it'll just be a nice extra bonus.
After the dev releases more content to the Beta, I expect my current save might just reach the end of what's there almost instantly, but as it is right now, idle resource generation Cannot fill my maximum capacities in twelve days time. I'd rather it remain that way ad inifitum because I'd rather play the game than leave it open and not play what is supposed to be a game.
Imo idle play in incremental games only exists because the devs are hacks and want you to pay them money in their free game or they just aren't good enough designers to do it well.
If you want an Idle game but to actively play it instead of drooling on the floor and buying the biggest number resource generator, play this, Marple's doing good work, slow work, but quality isn't fast to come. Hope you enjoy it if you do!
I wasn't "playing wrong," the beginning is a bit less on rails, true, I was just comparing the time getting through the really limited beginning period of the game where you have access to three or four resources between the two versions. It's longer in this version, although not unreasonably so, it might put off new players a bit when it's the default version.
After just a couple hours you'll be well past this phase and into where most everything except Arcanum is working well. (that one's just a bug where it's not properly affected by reserve, which will hopefully be fixed before formal release)