What do you mean? I mean the hint shows up that you can hover over "currencies" to see what makes them, but since every single thing in the entire event panel is [?], none of them have tooltips, so I'm not really sure what to even BEGIN to do with this tab.
I'm having a ton of fun. This is an excellent game!
Below is a list of suggests/complaints/thoughts/etc. Feel free to ignore them; it will still be an excellent game :)
School:
I hate the practice/study/exam mechanic. I realize it's not necessary to progress, but that doesn't keep me from hating its existence. Also, it doesn't really fit with the rest of the game.
When a new upgrade is unlocked, it should generate a notification until the player see it.
Horde:
I don't feel like the rainbow staff needs a "/1.15 attack" penalty. While the staff does a better job of counter-acting the toughness sigil than any previous item, the penalty means it's weaker against everything else. Absent a toughness-only zone, it's hard ot justify its use (and even then, I'd rather just use a Fire orb, since it provides minor buffs even after exiting such zones). Maybe it becomes more useful later, but if so it was unlocked too early.
If used when the player is dead, Red staff should still provide the +10% attack bonus.
The loadout menu should have a button to save/copy the current loadout.
Mining:
Once unlocked, the mouseover description for granite should provide instructions (much like the mouseover for "monster part" provides instructions in Horde). Possibly both should unlock when the note is generated, in case players are ignoring notes.
It would be nice if crafting slots supported drag-and-drop (only really useful due to premium crafting slots).
Cards:
When the player unlocks a new card, that card category should be highlighted, and if expanding any newly unlocked cards should be marked.
Settings:
If "Text Shadows" is set to none, some of the text becomes hard to read (i.e., dark text on dark background). Mouseovers are better than nothing, but it's not ideal. I'll note that I disabled "text shadows" because it strains my eyes (as does light text on dark background, so personally I'd rather this not be addressed by changing the text to white).
Gems:
"More green crystals" should probably be under "Gems" instead of "Mining"
When a new upgrade is unlocked, it should generate a notification until the player see it.
Village:
"Miniature Smith" probably should not be marked as "housing."
Somehow one of the times when I prestiged, one of my in-progress buildings continued progressing. Possibly this is intentional for persistent buildings.
It would be nice if the building queue supported mouseover information (time remaining for all, time remaining for specific building)
Farm:
For some reason I didn't initially realize the gnome had to placed in the garden. Maybe unlocking it should generate a note? Also, maybe the odds of earning gold should be buffed if the player has never earned any (i.e., because it's easy to wonder if something is going wrong if the player happens to have a bad run of gnome luck prior to their first success).
I feel like the gnome should have a pointy hat.
General:
If capacity is not too low, "Can't afford" should be replaced by "Can't afford (xx seconds), where xx is the time remaining until the player can afford the purchase.
The console log is full of uncaught exceptions from attempting to lock screen orientation. Maybe catch them so they can be swallowed.
It was something like a week before I tried placing the gnome. I was wondering if the rng/drop of money it said it gave a chance of was bugged somehow.
So I placed mine onto an empty slot, yesterday. Is _something_ supposed to be happening?
Additionally the tooltip needs clarification: "The chance is based on crop grow time" is unclear. It needs to specify if it is higher or lower based on the length of the grow time.
There should be a note somewhere that taxes increases fruit/grain usage. My first loop, I was constantly at 0 because I thought buying treasury to increase gold gain was good. This second loop, I've kept it low and now I'm no longer using DOUBLE the fruit/grain gain. (The gains for those are FAR too low, even with gold purchases, to allow for treasury to be ever worth buying more than twice)
...and for Horde, I'm still trying to find the new loadout screen. Maybe it unlocks far far into the game, but at zone 41, I still don't have it, despite having 7 pages of equipment to use.
The ease of getting a tax rate that eclipses your grain/fruit production seems to make the tax rate faith upgrade completely worthless and just a waste of faith. Having worthless upgrades is pretty unfortunate.
Huh, there's a much later upgrade that actually makes my fruit/grain production approach the consumption by tax rate, making this upgrade no longer worthless.
The horde section has so much clicking for an idle game... and it feels so difficult to advance if you're not actively involved. So many super short cooldowns. It makes it feels like a waste when you're not actively participating.
Enemies that give you 1/4 of the loot, weird regressive souls design, and other things make the Horde section a real chore. I would maybe take another pass at this to make sure you're not burning people out with this section. I have like 9 equipment slots right now and it's a nightmare.
The Horde section has far more idle than it seems, especially once you've progressed further. Micro-managing your ability uses can really only get you through an extra few zones, with the impact and frequency of this dropping as the game progresses. Prestige time penalty, corrupted flesh, and monster parts all mean that relying on active play only serves to get you to a time wall sooner. You could instead rely on prestige bonuses for such progress.
Something I'd like to request is making it so either equipment effects in horde mode cant be used while you're reviving or for the effects to still take place. I think this isnt an issue for the bone generating equipment, but it does feel pretty bad to come back from afk and use the red staff only to realize you were dead and have the cooldown wasted without even getting the prestige long attack increase.
It took me a bit to fully understand the ethos of this game, but now that I do, I'm a big fan.
The way resource capacities work is very cool. For those who may not understand, you're able to accumulate resources above their capacity, but the rate of obtaining them will be greatly reduced, and you can't spend more resources than you have the capacity for. This allows me to either play actively or idle, in either case not feeling like I'm missing out on anything. It also makes it important to keep on top of your various upgrades.
I also enjoy the various features, and how they both intertwine and give different things to do as the game progresses. Each could be a decent enough incremental game in its own right, but melding them all together keeps the progression feeling fresh and compelling.
The school feature isn't my favorite, if only because math isn't really my forte, but so far as I can tell, advancing there isn't strictly necessary, and is mostly there to help you obtain gold dust, which can speed up time progression. So long as I'm correct about that, I think the feature is fine and good, as it allows an optional avenue to speed up progression without serving as a roadblock to people who struggle with typing or math.
All in all, I think you have a solid game here, and you seem responsive to making improvements based on player feedback, which is likewise appreciated. Looking forward to seeing where else this game might go!
Something about the latest update seems to have removed the games ability to recognize my keyboard/when i type? At first i thought it was just an error with the shortcut setting for next main feature but then i wasted an exam ticket trying to do literature only to discover that not a single key would register for the game... Edit: Note when i woke up in the morning and loaded the window again this issue was no longer happening, so no clue what was going on there?
I get from a mechanics point why you want the amount of ore and granite needed to create bars increase each time you craft a bar but, at the same time, it goes so hard against logic and science that it feels bad each time.
Maybe just up the scaling on how many bars things cost instead.
The design of a lot of the games but especially horde mode seem antithetical to a very idle design. IT's idle... but only if I check in with it every 5-15 minutes for between 30 minutes and two hours to set up a run. Many games it seems like the only way to make progress is to pay constant attention and rebuy upgrades, especially with a prestige mechanic in at least the first 3 games.
Now the souls in the horde mode have a timer where most of them get lost even after two hours, and it doesn't even show this on the prestige page but only on the fighting screen. No hard number for when it'll be at maximum efficiency either.
Oh, and there's the "you only get ¼ loot" effect a fair chunk of enemies get which is just bordering on evil. Stuff gets more expensive and your income gets reduced.
Yeah, I can see why this game would take years to complete when there's a polyhedric cube made of timewalls. The "respects your time" is deceitful bordering on a lie though.
Yes. After depth 45 you only get aluminium from depths divisible by 3. You can see this on the tooltip for it the next time you’re at a depth you can get aluminium from. You should also have received a note about it your first time breaking the rock at depth 45.
I think that gems and school need some rework because
1) Even if you have 100 achievements (30 minutes for gems) it takes multiple days to buy upgrades like x1.75 pickaxe (first one) or +5 books per hour (i understand that gems is more like a passive type of upgrade but i don't think that +5 books/hour is deserves 4+ days with 100 achievements)
2) School exams gives you not enough time on higher grades (Literature is hard for someone like me who is not native english speaker)
Wonderful game! I initially thought it would be one of those games where you have to do each thing individually, but having multiple things running at once is much more pleasant
In the village feature, is there a way to see how much time total it would take to complete all the buildings in the queue? I know there's a way to see them all individually, but I'd love a total time countdown
Fantastic game so far! I look forward to seeing all the updates (and much appreciate the ones that have been implemented thus far).
The game description says yes, but the game mechanisms say no.
I'm at level 132, and from what I see, this game strongly penalizes long idle periods by having storage limits. And even worse, in the horde, I have to constantly buy upgrade to be able to make any progress. The farm also requires very frequent planting.
This problem is especially significant in the horde. After ~Z36, I basically run out of bone upgrades to buy. The infinite upgrades alone are not enough to keep me going. So I can't get any further, and the only option is to prestige. This means a long run isn't much better than a short run.
In a short run, I can reach Z38 in 40 minutes, earning ~120 soul. If I keep pushing, I can get to Z41 in half a day, but the reward is only ~180 soul. This is nowhere near enough to make long runs viable, and the new unlocked upgrade is also unaffordable.
From what I see, the only way out of this game design disaster is automation. However the only automation are mining autoprogress and auto horde boss. Not even autobuy upgrades. And many mechanisms are designed in a way that is very difficult to implement automation.
There's also the school to allow you to buy more of some of the limited upgrades, which is yet another timewall with nothing you can do on your end to make it bearable.
That's making things even worse. My post complained about things limiting idle play, and you said about things require idle play. Both type of games exist, but when these two things are in the same game, it makes the game really torn. If the game is designed to be played neither idle or active, then how do I play the game?
i think i found a bug, casue i'm on mining lvl 25, got maximum deepht achivment 1 but didn't still get the deeprun achivment for 15 lvl of deepthing is there a way to get it?
Premium crafting slots might be bugged, unless I'm misinterpreting. It states: "Impurity is halved, and purity is doubled."
However Aluminium is going from 1.5 impurity to 1.25 impurity, instead of 0.75, as expected.
The line of code that says `impurity*=isPremium ? ((impurityBase-1)/2+1) : impurityBase;` - I'm not sure why it's subtracting one before the division, and then adding one back, but without those 1's, it comes out to the expected amount (0.712499999 because of the 0.95 on the line before it) It looks like you're only having the decimal portion, but if so, then it's definitely not as described.
I suggest the game should show the price increment for each upgrade. This allows for better planning of prestige upgrades and gem upgrades.
For the gem mechanism, I think it should be immediately useful when unlocked. The game can give player some gems on unlocking it, and also give gems as achievement rewards. These should only give red and purple (and maybe green) but never blue gems.
I think 150 red gems at start should be enough, it allows the player to choose one of the upgrades.
I finally figured out how mining autoprogress works. Once you click the next arrow, it will continue to advance automatically until it hits the limit you specify. Then it will stop and will not autoprogess again until you click the arrow again, no matter how much you upgrade your damage.
Works quite well on mobile, only thing that's a little tedious is the school. I understand swapping to portrait mode for that may be too much work, but it'd really help out if literature wasn't case sensitive. It's already much harder than on a keyboard, having to disable shift every line really slows it down.
Also can't figure out what heirlooms are/do and where to view them. Got a few pop-ups stating I got one, but couldn't find them.
Definitely not trying to go for any high ranks in it. Math isn't too bad, but landscape typing is a bit of a nightmare. I'll accept some inconvenience for being able to play it on mobile though.
If I really needed the ranks I'd just grind a few on desktop.
"Forming bars" card might not be functional. It doesn't show up in the tooltip for the gold coin capacity, and doesn't seem to affect it, as well.
I do find myself curious as to when a prestige feature will finally show up. Being at global level 80 and having not seen any sign that one exists, when there's supposed to be one for each feature, has me questioning the gameplay. Can there at least be hints as to when/where these will show up?
Most of my cards work, already (and they show up in the tooltips as "Cards" for the effect). Just not the one I mentioned. Now, if cards are ONLY supposed to work when activated during a prestige (which basically means you're going to wait WEEKS before you can use a single one since you can only prestige duplicates) then their values are WAY too low. Pointless to get something like 1.25x capacity for a single prestige with that huge of a delay between getting to use them.
I'm afraid so. Most of the sub features are not useful when unlocked, and takes a huge amount of time investment to actually start having any benefit, and even when they start having benefits the bonus are low. This really isn't good game design.
Any chance there could be an option to adjust the UI for number of upgrades per page? At the moment I have 5 pages of things to build in the village, and I'd much rather be able to scroll through all of them, rather than having to scroll, click, scroll, click, to check all tabs for what I can afford.
the gem prices seem way too high for any amount of gameplay. An average of 250 red gems for a x1.75 upgrade? that's more than 10 days of waiting with default gem speeds, and with +1% for each achievement it really doesn't speed up.
there's some cheaper ones at around 120, but that's still 5 whole days with no active way to speed up or strategize around it for an "alright" upgrade
sidenote, I love the School mechanic but grinding it feels very stressful. I feel like a way to extend the time limit would benefit it a lot - unless it already exists and I'm just way too early in the game to have found it. Got maths in D+ and literature in B-- through the art of "doing the bare minimum and scraping by" (meaning getting at least 7 points and climbing up with 15%~ grade increases). I feel like I can't do maths fast and accurately enough in just 30 seconds, and literature is kind of a coin toss with what kind of "words" you need to type (ironically, the worst things are the uppercase letters. Numbers and symbols are a blessing)
it might seem like I'm being very negative about this game, but these are just two things that kind of annoyed me out of like 6 different mechanics. This game is a gem, and I just hope this feedback can make it more enjoyable
Hi, like I stated in another response, the school feature is already on the to-do-list to receive big changes in the next update. Reducing grind aspects and time pressure is a big focus there, as well as some changes to literature.
About gems, they were always intended to be a slow side feature, since the game is intended to be played over a long time. I get that it can be frustrating for new players to see all these upgrades locked behind a big timegate, especially when you don't have a +250% achievement boost. But I'd like to wait a bit more until players are able to afford a few big upgrades and start planning around which upgrade to buy next
I've found literature to be a lot easier too, and I don't think reducing the dust reward last patch was a good decision. If anything, that change makes it even more grindy since you need to do it 3x - 4x more for the same reward earlygame, and by the time it's at 100% efficiency you probably won't really need it.
Edit: The rework made it better, though I suck at math even more lol
It actually used to do that, but I decided to change it because the well already raised water capacity. Turns out aquariums are useful for holding other things as well!
Lovely :) So overall I like the game you really did a great thing here. What I would love to see (was a bit astonished) that the Village gives a boost to the mine and the hord to the village in any way. Right now it seems to me there is no connection at all. I think that would be something I would appriciate as a functionality.
This is fantastic. Good unlock pacing, nice AFK / Active loops, good spread of ~idle sub-games (that are surprisingly well developed given the number of them), excellent attributions in the Info section, lots of thought clearly given to ease of use. If there were a Support button, I'd throw some money at this free game. The designer deserves it for achieving so much more than the average Itch entry. Top 2% for sure, possibly a contender to steal Trimps's mantle.
Fantastic work, the game looks very smooth. There are of course things to work on, you have mentioned that the school is changing, which is probably good. But to find a game that looks this good and also has meaningful game progression is very rare. Great job, hope to see more in the future!
You can get more by playing the school minigame. If you are looking for a way to increase the capacity of the hourglass, that won't be accessible until much later in the game
I suddenly can't type on the math minigame. I was typing before, but now I can only enter the number by hitting the up arrow. Did something change in the last few hours?
Hi, there was a recent update to allow the text box to stay focused when using the answer button, maybe that caused some other problems. Can you still type when manually clicking on the text box? If not, what browser / OS are you using?
Hi, it means you spent too much time and need to do a prestige for that feature. If you don't have access to the depth dweller in mining yet, try to reach 40m and look for the upgrade with the same name.
I fully agree with the guy who suggested having students to automate the school aspect. Just reached the Literature part and it's double bad because first off it's complete nonsense you're copying (rather than words) and secondly I keep switching up the reading of letters so I have to redo like 30% of the "words". I dread whatever gets unlocked next.
The fact that you CAN gain more resources than your capacity would indicate but that you CAN'T build something that costs more than your capacity threw me for a loop initially, especially because I didn't notice the Farm/Plantation/Mine got "we now increase your capacity" after the first purchase. Why not show that for the first build?
For the mine I wish there were moments where going back a couple of levels would be worthwhile (I'm at 27 right now), but it pretty much never works out to increasing your income despite the "x5 on break" modifier. I sure hope there's an upgrade for that modifier at some point because it feels so negligible it may as well be absent. Or a speed increasing upgrade.
Hi, like I stated in another response, the school feature is already on the to-do-list to receive big changes in the next update, and I will be addressing the literature subject as well.
Farms, plantations and mines do not show "Increase capacity" because the first building does not increase it
The mining x5 modifier will stay, even later in the game, but there are other reasons to visit earlier depths (this starts being a thing at around 50m)
The two things (that I've reached) that aren't quite being self-explanatory are:
Food. At one point I was accumulating tons of it, for no clear reason. Now I have none, to no clear effect. What is it for? What does it mean to run out?
Cards. I just unlocked cards, I bought a set of cards, and...now what? Can I do anything with them? Do they have any effect?
Food is sold to workers in exchange for gold coins. Prior to unlocking tax rate it doesn’t get consumed so it just stockpiles until then. All of this information is visible in tooltips. As far as I can tell the only effect of running out of food is slower gold income.
Food (like already pointed out in another answer) is just used by the villagers to be converted to gold coins and running out has no negative effects (other than less gold)
For each unique card you collect you get a bonus based on the feature it belongs to (+5% damage for mining, +3% resource gain for village, ...)
You can also equip and activate duplicate cards in features when you unlock their prestige to get the effects listed (different for each card) until you prestige again
The school thing is cool and all, but seriously even if they are simple math questions at begin its a feature that makes it not good imo, maybe if it was a automated feature something like this, a student answer the questions where it has a % of answering correctly and as we use books it would get a higher %, in a way it would make things easier and less rewarding to good math players, but it would make the game more acessible since not everyone is good at math even through like i said they are all simple questions till D+ (the rank ive achieved)
Hi, I absolutely agree about the state of the school feature! I already changed a few things in v1.0.1 and (like I stated in another response), school will receive big changes in the next update to be less grindy
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is night hunt not working for anyone else? I don't have any ingredients.
never mind, just had to wait for magic to generate.
What do you mean? I mean the hint shows up that you can hover over "currencies" to see what makes them, but since every single thing in the entire event panel is [?], none of them have tooltips, so I'm not really sure what to even BEGIN to do with this tab.
I'm having a ton of fun. This is an excellent game!
Below is a list of suggests/complaints/thoughts/etc. Feel free to ignore them; it will still be an excellent game :)
School:
I hate the practice/study/exam mechanic. I realize it's not necessary to progress, but that doesn't keep me from hating its existence. Also, it doesn't really fit with the rest of the game.
When a new upgrade is unlocked, it should generate a notification until the player see it.
Horde:
I don't feel like the rainbow staff needs a "/1.15 attack" penalty. While the staff does a better job of counter-acting the toughness sigil than any previous item, the penalty means it's weaker against everything else. Absent a toughness-only zone, it's hard ot justify its use (and even then, I'd rather just use a Fire orb, since it provides minor buffs even after exiting such zones). Maybe it becomes more useful later, but if so it was unlocked too early.
If used when the player is dead, Red staff should still provide the +10% attack bonus.
The loadout menu should have a button to save/copy the current loadout.
Mining:
Once unlocked, the mouseover description for granite should provide instructions (much like the mouseover for "monster part" provides instructions in Horde). Possibly both should unlock when the note is generated, in case players are ignoring notes.
It would be nice if crafting slots supported drag-and-drop (only really useful due to premium crafting slots).
Cards:
When the player unlocks a new card, that card category should be highlighted, and if expanding any newly unlocked cards should be marked.
Settings:
If "Text Shadows" is set to none, some of the text becomes hard to read (i.e., dark text on dark background). Mouseovers are better than nothing, but it's not ideal. I'll note that I disabled "text shadows" because it strains my eyes (as does light text on dark background, so personally I'd rather this not be addressed by changing the text to white).
Gems:
"More green crystals" should probably be under "Gems" instead of "Mining"
When a new upgrade is unlocked, it should generate a notification until the player see it.
Village:
"Miniature Smith" probably should not be marked as "housing."
Somehow one of the times when I prestiged, one of my in-progress buildings continued progressing. Possibly this is intentional for persistent buildings.
It would be nice if the building queue supported mouseover information (time remaining for all, time remaining for specific building)
Farm:
For some reason I didn't initially realize the gnome had to placed in the garden. Maybe unlocking it should generate a note? Also, maybe the odds of earning gold should be buffed if the player has never earned any (i.e., because it's easy to wonder if something is going wrong if the player happens to have a bad run of gnome luck prior to their first success).
I feel like the gnome should have a pointy hat.
General:
If capacity is not too low, "Can't afford" should be replaced by "Can't afford (xx seconds), where xx is the time remaining until the player can afford the purchase.
The console log is full of uncaught exceptions from attempting to lock screen orientation. Maybe catch them so they can be swallowed.
"More green crystals" should probably be under "Gems" instead of "Mining"
'Green crystals' are the prestige currency for mining. It's not the same as Emeralds.
This comment is how I learned that I need to place the gnome. I was just convinced that the chance of getting gold was extremely low.
It was something like a week before I tried placing the gnome. I was wondering if the rng/drop of money it said it gave a chance of was bugged somehow.
So I placed mine onto an empty slot, yesterday. Is _something_ supposed to be happening?
Additionally the tooltip needs clarification: "The chance is based on crop grow time" is unclear. It needs to specify if it is higher or lower based on the length of the grow time.
Village:
There should be a note somewhere that taxes increases fruit/grain usage. My first loop, I was constantly at 0 because I thought buying treasury to increase gold gain was good. This second loop, I've kept it low and now I'm no longer using DOUBLE the fruit/grain gain. (The gains for those are FAR too low, even with gold purchases, to allow for treasury to be ever worth buying more than twice)
...and for Horde, I'm still trying to find the new loadout screen. Maybe it unlocks far far into the game, but at zone 41, I still don't have it, despite having 7 pages of equipment to use.
In the upgrades screen for Horde, click the icon next to the X/X items equipped text above your equipment.
holy...Wow, thank you. I never noticed the tiny icon and thought it was decoration.
The ease of getting a tax rate that eclipses your grain/fruit production seems to make the tax rate faith upgrade completely worthless and just a waste of faith. Having worthless upgrades is pretty unfortunate.
Huh, there's a much later upgrade that actually makes my fruit/grain production approach the consumption by tax rate, making this upgrade no longer worthless.
Miniature Smith seems to give 1 worker for every 5 built or so, so that's probably why it's marked as housing.
Seems like loadouts are a bit bugged in that you can equip items you don't have yet in this current prestige through the loadout equip.
The horde section has so much clicking for an idle game... and it feels so difficult to advance if you're not actively involved. So many super short cooldowns. It makes it feels like a waste when you're not actively participating.
Enemies that give you 1/4 of the loot, weird regressive souls design, and other things make the Horde section a real chore. I would maybe take another pass at this to make sure you're not burning people out with this section. I have like 9 equipment slots right now and it's a nightmare.
The Horde section has far more idle than it seems, especially once you've progressed further. Micro-managing your ability uses can really only get you through an extra few zones, with the impact and frequency of this dropping as the game progresses. Prestige time penalty, corrupted flesh, and monster parts all mean that relying on active play only serves to get you to a time wall sooner. You could instead rely on prestige bonuses for such progress.
Something I'd like to request is making it so either equipment effects in horde mode cant be used while you're reviving or for the effects to still take place. I think this isnt an issue for the bone generating equipment, but it does feel pretty bad to come back from afk and use the red staff only to realize you were dead and have the cooldown wasted without even getting the prestige long attack increase.
what does getting better grades do now that it doesn't affect book gain?
bonus to gold dust earned
achievement
It took me a bit to fully understand the ethos of this game, but now that I do, I'm a big fan.
The way resource capacities work is very cool. For those who may not understand, you're able to accumulate resources above their capacity, but the rate of obtaining them will be greatly reduced, and you can't spend more resources than you have the capacity for. This allows me to either play actively or idle, in either case not feeling like I'm missing out on anything. It also makes it important to keep on top of your various upgrades.
I also enjoy the various features, and how they both intertwine and give different things to do as the game progresses. Each could be a decent enough incremental game in its own right, but melding them all together keeps the progression feeling fresh and compelling.
The school feature isn't my favorite, if only because math isn't really my forte, but so far as I can tell, advancing there isn't strictly necessary, and is mostly there to help you obtain gold dust, which can speed up time progression. So long as I'm correct about that, I think the feature is fine and good, as it allows an optional avenue to speed up progression without serving as a roadblock to people who struggle with typing or math.
All in all, I think you have a solid game here, and you seem responsive to making improvements based on player feedback, which is likewise appreciated. Looking forward to seeing where else this game might go!
passed zone 10 and no new resource
You need to beat the #100 enemy of z10 to start getting that new resource.
You should push to higher zones (~z14), and come back when your attack is about 10x of first enemy hp of z10.
thanks
Something about the latest update seems to have removed the games ability to recognize my keyboard/when i type? At first i thought it was just an error with the shortcut setting for next main feature but then i wasted an exam ticket trying to do literature only to discover that not a single key would register for the game...
Edit: Note when i woke up in the morning and loaded the window again this issue was no longer happening, so no clue what was going on there?
I get from a mechanics point why you want the amount of ore and granite needed to create bars increase each time you craft a bar but, at the same time, it goes so hard against logic and science that it feels bad each time.
Maybe just up the scaling on how many bars things cost instead.
The design of a lot of the games but especially horde mode seem antithetical to a very idle design. IT's idle... but only if I check in with it every 5-15 minutes for between 30 minutes and two hours to set up a run. Many games it seems like the only way to make progress is to pay constant attention and rebuy upgrades, especially with a prestige mechanic in at least the first 3 games.
Now the souls in the horde mode have a timer where most of them get lost even after two hours, and it doesn't even show this on the prestige page but only on the fighting screen. No hard number for when it'll be at maximum efficiency either.
Oh, and there's the "you only get ¼ loot" effect a fair chunk of enemies get which is just bordering on evil. Stuff gets more expensive and your income gets reduced.
Yeah, I can see why this game would take years to complete when there's a polyhedric cube made of timewalls. The "respects your time" is deceitful bordering on a lie though.
Is it intentional that depth 47 does not have aluminium income?
Yes. After depth 45 you only get aluminium from depths divisible by 3. You can see this on the tooltip for it the next time you’re at a depth you can get aluminium from. You should also have received a note about it your first time breaking the rock at depth 45.
Note 14 says that with depth some ores disappear (depth 46 also don't have aluminium)
I disabled notes notifications.
You can read all notes on the notes screen, unread notes will have a blue dot on them.
(edit most stated problems has been fixed)
I think that gems and school need some rework because
1) Even if you have 100 achievements (30 minutes for gems) it takes multiple days to buy upgrades like x1.75 pickaxe (first one) or +5 books per hour (i understand that gems is more like a passive type of upgrade but i don't think that +5 books/hour is deserves 4+ days with 100 achievements)
2) School exams gives you not enough time on higher grades (Literature is hard for someone like me who is not native english speaker)
Wonderful game! I initially thought it would be one of those games where you have to do each thing individually, but having multiple things running at once is much more pleasant
In the village feature, is there a way to see how much time total it would take to complete all the buildings in the queue? I know there's a way to see them all individually, but I'd love a total time countdown
Fantastic game so far! I look forward to seeing all the updates (and much appreciate the ones that have been implemented thus far).
Is it possible to add last monster # reached in horde per zone?
Also it'll be convenient to have equipmnent update button to be available in minimized view.
Is the game really designed to be played idle?
The game description says yes, but the game mechanisms say no.
I'm at level 132, and from what I see, this game strongly penalizes long idle periods by having storage limits. And even worse, in the horde, I have to constantly buy upgrade to be able to make any progress. The farm also requires very frequent planting.
This problem is especially significant in the horde. After ~Z36, I basically run out of bone upgrades to buy. The infinite upgrades alone are not enough to keep me going. So I can't get any further, and the only option is to prestige. This means a long run isn't much better than a short run.
In a short run, I can reach Z38 in 40 minutes, earning ~120 soul. If I keep pushing, I can get to Z41 in half a day, but the reward is only ~180 soul. This is nowhere near enough to make long runs viable, and the new unlocked upgrade is also unaffordable.
From what I see, the only way out of this game design disaster is automation. However the only automation are mining autoprogress and auto horde boss. Not even autobuy upgrades. And many mechanisms are designed in a way that is very difficult to implement automation.
There's also the school to allow you to buy more of some of the limited upgrades, which is yet another timewall with nothing you can do on your end to make it bearable.
That's making things even worse. My post complained about things limiting idle play, and you said about things require idle play. Both type of games exist, but when these two things are in the same game, it makes the game really torn. If the game is designed to be played neither idle or active, then how do I play the game?
My comment was intended as reinforcement to show that even the mechanics to alleviate some of the issues have further issues compounding it instead.
i think i found a bug, casue i'm on mining lvl 25, got maximum deepht achivment 1 but didn't still get the deeprun achivment for 15 lvl of deepthing is there a way to get it?
deeprun tells you you need to do it in 15 minutes.
prestige will reset you to level 1 to get another atempt
Premium crafting slots might be bugged, unless I'm misinterpreting. It states:
"Impurity is halved, and purity is doubled."
However Aluminium is going from 1.5 impurity to 1.25 impurity, instead of 0.75, as expected.
The line of code that says `impurity *= isPremium ? ((impurityBase - 1) / 2 + 1) : impurityBase;` - I'm not sure why it's subtracting one before the division, and then adding one back, but without those 1's, it comes out to the expected amount (0.712499999 because of the 0.95 on the line before it) It looks like you're only having the decimal portion, but if so, then it's definitely not as described.
They work as intended. Base impurity is always 1 and impurity from each crafting slot gets multiplied. Example, you have 3 slots:
No premium slots: 2 imp, 3 imp, 3, imp, result: 18 imp
1 premium slot: 1.5 imp, 3 imp, 3 imp, result: 13.5 imp
2 premium slots: 1.5 imp, 2 imp, 3 imp, result: 9 imp
I think the code is working correctly but the description is wrong. It should be halving impurity penalty, not impurity.
Edit:typo
this is great im gonna finally get good at calculating my scores on board game night
I suggest you floor the whole numbers instead of rounding. It will avoid the issue of a number saying you can buy something while you can't.
I suggest the game should show the price increment for each upgrade. This allows for better planning of prestige upgrades and gem upgrades.
For the gem mechanism, I think it should be immediately useful when unlocked. The game can give player some gems on unlocking it, and also give gems as achievement rewards. These should only give red and purple (and maybe green) but never blue gems.
I think 150 red gems at start should be enough, it allows the player to choose one of the upgrades.
I finally figured out how mining autoprogress works. Once you click the next arrow, it will continue to advance automatically until it hits the limit you specify. Then it will stop and will not autoprogess again until you click the arrow again, no matter how much you upgrade your damage.
Works quite well on mobile, only thing that's a little tedious is the school. I understand swapping to portrait mode for that may be too much work, but it'd really help out if literature wasn't case sensitive. It's already much harder than on a keyboard, having to disable shift every line really slows it down.
Also can't figure out what heirlooms are/do and where to view them. Got a few pop-ups stating I got one, but couldn't find them.
Both literature and math are difficult enough even on a keyboard, just to get average score. I can't even imagine doing these on mobile No way
Definitely not trying to go for any high ranks in it. Math isn't too bad, but landscape typing is a bit of a nightmare. I'll accept some inconvenience for being able to play it on mobile though.
If I really needed the ranks I'd just grind a few on desktop.
Cool concept but I can't seem to export my save to a file? The button doesn't seem to do anything
which browser are you on? im on edge and it immediately downloaded a save.json
It won't load in. Probably because I have third party cookies disabled.
"Forming bars" card might not be functional. It doesn't show up in the tooltip for the gold coin capacity, and doesn't seem to affect it, as well.
I do find myself curious as to when a prestige feature will finally show up. Being at global level 80 and having not seen any sign that one exists, when there's supposed to be one for each feature, has me questioning the gameplay. Can there at least be hints as to when/where these will show up?
Outside camping (+12 workers) also does nothing
cards do stuff.. you just need to unlock prestige.
Most of my cards work, already (and they show up in the tooltips as "Cards" for the effect). Just not the one I mentioned. Now, if cards are ONLY supposed to work when activated during a prestige (which basically means you're going to wait WEEKS before you can use a single one since you can only prestige duplicates) then their values are WAY too low. Pointless to get something like 1.25x capacity for a single prestige with that huge of a delay between getting to use them.
I'm afraid so. Most of the sub features are not useful when unlocked, and takes a huge amount of time investment to actually start having any benefit, and even when they start having benefits the bonus are low. This really isn't good game design.
Ye i was pretty happy when i read i get +12 workers.. but none appreared =(
Any chance there could be an option to adjust the UI for number of upgrades per page? At the moment I have 5 pages of things to build in the village, and I'd much rather be able to scroll through all of them, rather than having to scroll, click, scroll, click, to check all tabs for what I can afford.
This is already a thing. Check the performance tab in the settings page.
Oh neat, thanks, missed it.
need a sound and music for better gaming
the gem prices seem way too high for any amount of gameplay. An average of 250 red gems for a x1.75 upgrade? that's more than 10 days of waiting with default gem speeds, and with +1% for each achievement it really doesn't speed up.
there's some cheaper ones at around 120, but that's still 5 whole days with no active way to speed up or strategize around it for an "alright" upgrade
sidenote, I love the School mechanic but grinding it feels very stressful. I feel like a way to extend the time limit would benefit it a lot - unless it already exists and I'm just way too early in the game to have found it. Got maths in D+ and literature in B-- through the art of "doing the bare minimum and scraping by" (meaning getting at least 7 points and climbing up with 15%~ grade increases). I feel like I can't do maths fast and accurately enough in just 30 seconds, and literature is kind of a coin toss with what kind of "words" you need to type (ironically, the worst things are the uppercase letters. Numbers and symbols are a blessing)
it might seem like I'm being very negative about this game, but these are just two things that kind of annoyed me out of like 6 different mechanics. This game is a gem, and I just hope this feedback can make it more enjoyable
Hi, like I stated in another response, the school feature is already on the to-do-list to receive big changes in the next update. Reducing grind aspects and time pressure is a big focus there, as well as some changes to literature.
About gems, they were always intended to be a slow side feature, since the game is intended to be played over a long time. I get that it can be frustrating for new players to see all these upgrades locked behind a big timegate, especially when you don't have a +250% achievement boost. But I'd like to wait a bit more until players are able to afford a few big upgrades and start planning around which upgrade to buy next
I've found literature to be a lot easier too, and I don't think reducing the dust reward last patch was a good decision. If anything, that change makes it even more grindy since you need to do it 3x - 4x more for the same reward earlygame, and by the time it's at 100% efficiency you probably won't really need it.
Edit: The rework made it better, though I suck at math even more lol
Last question really: Lovely game.....why does my aquarium not hold water?
It actually used to do that, but I decided to change it because the well already raised water capacity. Turns out aquariums are useful for holding other things as well!
Lovely :) So overall I like the game you really did a great thing here.
What I would love to see (was a bit astonished) that the Village gives a boost to the mine and the hord to the village in any way. Right now it seems to me there is no connection at all. I think that would be something I would appriciate as a functionality.
This is fantastic. Good unlock pacing, nice AFK / Active loops, good spread of ~idle sub-games (that are surprisingly well developed given the number of them), excellent attributions in the Info section, lots of thought clearly given to ease of use.
If there were a Support button, I'd throw some money at this free game. The designer deserves it for achieving so much more than the average Itch entry. Top 2% for sure, possibly a contender to steal Trimps's mantle.
Fantastic work, the game looks very smooth. There are of course things to work on, you have mentioned that the school is changing, which is probably good. But to find a game that looks this good and also has meaningful game progression is very rare. Great job, hope to see more in the future!
How to do I get more Ancient Hour Glass time?
You can get more by playing the school minigame. If you are looking for a way to increase the capacity of the hourglass, that won't be accessible until much later in the game
Can the game go beyond 1.79 x 10 ^ 308? I am looking for large numbers.
No, the numbers in this game stay rather small (10 ^ 30 to 10 ^ 60 for late game currencies
I suddenly can't type on the math minigame. I was typing before, but now I can only enter the number by hitting the up arrow. Did something change in the last few hours?
Hi, there was a recent update to allow the text box to stay focused when using the answer button, maybe that caused some other problems. Can you still type when manually clicking on the text box? If not, what browser / OS are you using?
I don't get the General Quest:
Time spent at most 30m 00s : 1d 11h? what? if I already spend one day how can I get to 0 Secs?
Never mind...just wait and I will answer my questions myself
Hi, it means you spent too much time and need to do a prestige for that feature. If you don't have access to the depth dweller in mining yet, try to reach 40m and look for the upgrade with the same name.
I fully agree with the guy who suggested having students to automate the school aspect. Just reached the Literature part and it's double bad because first off it's complete nonsense you're copying (rather than words) and secondly I keep switching up the reading of letters so I have to redo like 30% of the "words". I dread whatever gets unlocked next.
The fact that you CAN gain more resources than your capacity would indicate but that you CAN'T build something that costs more than your capacity threw me for a loop initially, especially because I didn't notice the Farm/Plantation/Mine got "we now increase your capacity" after the first purchase. Why not show that for the first build?
For the mine I wish there were moments where going back a couple of levels would be worthwhile (I'm at 27 right now), but it pretty much never works out to increasing your income despite the "x5 on break" modifier. I sure hope there's an upgrade for that modifier at some point because it feels so negligible it may as well be absent. Or a speed increasing upgrade.
Hi, like I stated in another response, the school feature is already on the to-do-list to receive big changes in the next update, and I will be addressing the literature subject as well.
Farms, plantations and mines do not show "Increase capacity" because the first building does not increase it
The mining x5 modifier will stay, even later in the game, but there are other reasons to visit earlier depths (this starts being a thing at around 50m)
Yeah, but why doesn't it increase the capacity? That just seems needlessly arbitrary.
The two things (that I've reached) that aren't quite being self-explanatory are:
Food is sold to workers in exchange for gold coins. Prior to unlocking tax rate it doesn’t get consumed so it just stockpiles until then. All of this information is visible in tooltips. As far as I can tell the only effect of running out of food is slower gold income.
Food (like already pointed out in another answer) is just used by the villagers to be converted to gold coins and running out has no negative effects (other than less gold)
For each unique card you collect you get a bonus based on the feature it belongs to (+5% damage for mining, +3% resource gain for village, ...)
You can also equip and activate duplicate cards in features when you unlock their prestige to get the effects listed (different for each card) until you prestige again
The school thing is cool and all, but seriously even if they are simple math questions at begin its a feature that makes it not good imo, maybe if it was a automated feature something like this, a student answer the questions where it has a % of answering correctly and as we use books it would get a higher %, in a way it would make things easier and less rewarding to good math players, but it would make the game more acessible since not everyone is good at math even through like i said they are all simple questions till D+ (the rank ive achieved)
Hi, I absolutely agree about the state of the school feature! I already changed a few things in v1.0.1 and (like I stated in another response), school will receive big changes in the next update to be less grindy