Clear explanations on how I'm supposed to obtain the event items that are used in rituals would be fantastic. As is, I've had events unlocked for a few days of real world time now and cannot figure out exactly how I've obtained the three items I've managed to obtain (Charred Skull, Maple Leaf and Lavender).
Thanks. I don't seem to recall the tooltip showing that information, or I was half asleep and didn't actually comprehend it at the time, it was actually your comment I found in here that told me how it actually works, so thanks for that as well! :)
acually they come back in certern floor when the remainder equal to 0, aluminium is floor%3=0, copper is floor%4=0, haven't reach tin dissappear floor yet but i guess is floor%5=0
I wish the collapsed view for upgrades would still show their price without having to hover the buy button.
Also, tiny gripe: in Village, the job list order is Farmer - Harvester - Miner but the resource display order is Wood - Plant Fiber - Stone. Could they be switched slightly so that the order is consistent, so that the jobs are listed in the same order as their primary product?
No idea... best guess, it's a new source of workers, since you're close to capping hut at 25/25, I think?... and it uses different resources... I agree, it feels like it should give more, tho...
How do cards work after a prestige? I see that it takes the equipped card but does it delete one if you have one already selected? does it take it out of your card collection?
I think the tooltip explains... storage caps are just softcaps... you gain 25% of normal gains past softcap... still better to increase storage caps when you need to... to continue gaining at 100% speed... and since you can't buy things that cost more than your storage cap, even if you have the resources for it...
What does the clover do? Am I stupid? Equipment chance??? What does that mean? When I equip it, nothing changes as far as I can tell, there's no new tooltip or any changes to old ones.
The equipment upgrade buttons could be more clear; it looks exactly like the "how many times you've bought this" tooltip that the other modes have already trained us to pay little attention to, down to the same icon. I was at zone 24 before I realized I was supposed to be upgrading my items.
"Equipment chance" is chance to find new equipment. Each piese have minimum zone it can appear at, after that it's chances increase with each new zone until it will "drop" from monsters.
For people looking in the comments to find recipes, I don't know if they're randomised at all but here's the ones I've found on mine (rot13'd to hide spoiler and i dont think itch.io has spoiler comments for those who want to discover (just google "rot13" if you haven't run into it before)):
I've unlocked 5 potions and it's everything that it says i can get for up to 2 ingredients....but in order to unlock 3rd ingredient it'll take nearly infinity, with no other way to increase essence except 1 slow gaining skill).
What are we missing here? There's still more than a week left in the event, but everything is stalled out to a massive timewall, no matter how many ingredients we gain??
Edit: Didn't realize you can continue increasing power of your potion without having anything else available in that tier. You're limited to the randomness of ingredients that you discover potions in though, bc no new recipes are available.
Edit2: Also, doesnt seem to be a way to speed up magic gain, so with many unsuable ingredients if they don't fit into your current potions, you're at the mercy of timewall on magic gain and randomness of ingredients gained, at the very least.
Are nostalgia mechanics explained anywhere? I think it seems to be that time you spend in Horde is added to your nostalgia counter, which decreases by 5% on each boss, but your nostalgia counter increases heirloom drop chance. It would be nice to have this explained more clearly somewhere, as well as being able to see current nostalgia without being in a boss fight.
Having an 8 hr forced timewall to maximize souls in horde is definitely very unrewarding to progression. Actually making gains after a few prestiges to get more souls per run, and higher in zone with less time required, is being completely wiped out by the fact you can't gain anything extra without arbitrarily waiting hours once you're capped on current progress.
Much like other time-gated design decisions, it makes some features neither active nor idle (neither one gives you progression), and is very very unsatisfying.
Surely there is another way this could be constructed to prevent abuse of fast prestiges being more helpful without forced waits and nothing gained?
Edit: Atm I still get ~70% of souls at 4 hr mark to reset now. Doing so 2x would still net a lot more benefit in the same time period than waiting the arbitrary 8 hr mark set to receive full gain from 1 run. Despite being more efficient, it sure feels unnecessary...
Unlocked Night Hunt, and no clue what I'm doing, i had gotten a singular magic, then i had zero magic, then I had lavender, but that was awhile ago, i have none of either right now, and no clue how to get more.
It took me quite some time to figure this feature out, but I do believe I have a handle on it now. Basically while the game is open magic is randomly expended to change a random resource from any other feature into a magic resource. You then need to find this resource and move your mouse cursor over it to collect it, which will add it to the night hunt page. Back on that page, you can attempt rituals with these resources in order to try to unlock potions. Combinations that haven’t succeeded yet will have a little “new” indicator next to the button- once this indicator is gone there is no benefit to repeating that specific combo if it did not yield a potion (I wasted SO MANY RESOURCES before figuring this out). The rest should be easy enough to work out from the tooltips.
Yeah it still makes no sense to me. I have gotten 4 ingredients so far and never saw anything unusual about other resources on any page. Perhaps its not obvious at all, or the shadows or shading is a problem or something. Also, how do we combine ingredients with only 1 box? Definitely not intuitive at all, with or without notes.
Really love the UI in general, and most of the gameplay mechanics (school is still awful), but just wish things didn't need so much explanation to figure out how to even begin.
Finally found one icon that was different randomly. At least now I know what to look for, but it was for a split second while mousing over things. Could certainly stand to be more apparent or last longer, or just different way to earn the currency thats less annoying (and also not idle at all).
Is it normal that I can't upgrade the basic village building anymore? The fiber and stone capacity is too low for the first 3... But I need to upgrade one of them to raise the capacity...
then you should try upgrade the gold cap, then using the gold you get to upgrade the capacity of other resource. this will be enough till you reach prestige
It’s the prestige mechanic for Mining, it VERY SLOWLY digs down to 10% of the depth you’ve reached and the depth it makes it to determines how many of the prestige resource you get when you prestige and also what prestige upgrades get unlocked.
Does anyone know what I need to do for last General quest of "Digging deeper"? I have "School Level at least 1: 0" and I don't know what that means. Where are school levels even?
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?
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Clear explanations on how I'm supposed to obtain the event items that are used in rituals would be fantastic. As is, I've had events unlocked for a few days of real world time now and cannot figure out exactly how I've obtained the three items I've managed to obtain (Charred Skull, Maple Leaf and Lavender).
The tooltip for the magic resource has that explanation.
Thanks. I don't seem to recall the tooltip showing that information, or I was half asleep and didn't actually comprehend it at the time, it was actually your comment I found in here that told me how it actually works, so thanks for that as well! :)
the fact ores vanish as you go deeper in the mine is just STUPID it makes every thing take longer for farming ore
acually they come back in certern floor when the remainder equal to 0, aluminium is floor%3=0, copper is floor%4=0, haven't reach tin dissappear floor yet but i guess is floor%5=0
that just over complicates things
I wish the collapsed view for upgrades would still show their price without having to hover the buy button.
Also, tiny gripe: in Village, the job list order is Farmer - Harvester - Miner but the resource display order is Wood - Plant Fiber - Stone. Could they be switched slightly so that the order is consistent, so that the jobs are listed in the same order as their primary product?
>in Village, the job list order is Farmer - Harvester - Miner but the resource display order is Wood - Plant Fiber - Stone.
I hate this soooo much! It's constantly confuse me when I glance on what resource I'm missing and want to assign villagers.
I wish I could have the tabs perma-listed on the left side, instead of needing to click the menu to click a tab to swap to...
why does a small house in the village only give 1 worker its no better than a hut
No idea... best guess, it's a new source of workers, since you're close to capping hut at 25/25, I think?... and it uses different resources... I agree, it feels like it should give more, tho...
no just regular workers
practice in school should lead to automation in studying
How do cards work after a prestige? I see that it takes the equipped card but does it delete one if you have one already selected? does it take it out of your card collection?
It consumes one copy of the card, but you can only select cards you have multiple of. You can never consume your last copy of a card.
Great, thanks!
I'm still early on, but I was afk for a while and came back to a scrap amount well over my cap.
Not a bug, intended feature.
I think the tooltip explains... storage caps are just softcaps... you gain 25% of normal gains past softcap... still better to increase storage caps when you need to... to continue gaining at 100% speed... and since you can't buy things that cost more than your storage cap, even if you have the resources for it...
Can someone explain me where monster parts at Z1 (yes, one) comes from? I've accumulated 1.25 in half a day...
Its probably from wealth heirloom? Didn't know they could generate before z10, but that might be it
I've only power and fortitude ones.
need to be z10 or higher, then reach wave 100 and above
wave won't affect how many part will get but zone will
What does the clover do? Am I stupid? Equipment chance??? What does that mean? When I equip it, nothing changes as far as I can tell, there's no new tooltip or any changes to old ones.
The equipment upgrade buttons could be more clear; it looks exactly like the "how many times you've bought this" tooltip that the other modes have already trained us to pay little attention to, down to the same icon. I was at zone 24 before I realized I was supposed to be upgrading my items.
"Equipment chance" is chance to find new equipment. Each piese have minimum zone it can appear at, after that it's chances increase with each new zone until it will "drop" from monsters.
I wish there were hints for the event, it takes forever to find the potions randomly.
For people looking in the comments to find recipes, I don't know if they're randomised at all but here's the ones I've found on mine (rot13'd to hide spoiler and i dont think itch.io has spoiler comments for those who want to discover (just google "rot13" if you haven't run into it before)):
Yniraqre
Yniraqre, pybire
Zncyr, Yinaqre
Rvgure Yniraqre, Yniraqre, be Yniraqre, Zncyr (V'ir qbar nyy bgure pbzobf)
hmmm... that seems like the combine are randomly generate...
mine need alot of maple and clover though...
I got a terrible seed then, i've unlocked 4 potions and all of them require lavender, including one thats *two* lavender
bless you
I've unlocked 5 potions and it's everything that it says i can get for up to 2 ingredients....but in order to unlock 3rd ingredient it'll take nearly infinity, with no other way to increase essence except 1 slow gaining skill).
What are we missing here? There's still more than a week left in the event, but everything is stalled out to a massive timewall, no matter how many ingredients we gain??
Edit: Didn't realize you can continue increasing power of your potion without having anything else available in that tier. You're limited to the randomness of ingredients that you discover potions in though, bc no new recipes are available.
Edit2: Also, doesnt seem to be a way to speed up magic gain, so with many unsuable ingredients if they don't fit into your current potions, you're at the mercy of timewall on magic gain and randomness of ingredients gained, at the very least.
Yes, they are all definitely random. All of my potions ended up using completely different ingredients.
Are nostalgia mechanics explained anywhere? I think it seems to be that time you spend in Horde is added to your nostalgia counter, which decreases by 5% on each boss, but your nostalgia counter increases heirloom drop chance. It would be nice to have this explained more clearly somewhere, as well as being able to see current nostalgia without being in a boss fight.
Having an 8 hr forced timewall to maximize souls in horde is definitely very unrewarding to progression. Actually making gains after a few prestiges to get more souls per run, and higher in zone with less time required, is being completely wiped out by the fact you can't gain anything extra without arbitrarily waiting hours once you're capped on current progress.
Much like other time-gated design decisions, it makes some features neither active nor idle (neither one gives you progression), and is very very unsatisfying.
Surely there is another way this could be constructed to prevent abuse of fast prestiges being more helpful without forced waits and nothing gained?
Edit: Atm I still get ~70% of souls at 4 hr mark to reset now. Doing so 2x would still net a lot more benefit in the same time period than waiting the arbitrary 8 hr mark set to receive full gain from 1 run. Despite being more efficient, it sure feels unnecessary...
Unlocked Night Hunt, and no clue what I'm doing, i had gotten a singular magic, then i had zero magic, then I had lavender, but that was awhile ago, i have none of either right now, and no clue how to get more.
Its not as intuitive as most the game, and the current notes don't seem to answer these questions.
It took me quite some time to figure this feature out, but I do believe I have a handle on it now. Basically while the game is open magic is randomly expended to change a random resource from any other feature into a magic resource. You then need to find this resource and move your mouse cursor over it to collect it, which will add it to the night hunt page. Back on that page, you can attempt rituals with these resources in order to try to unlock potions. Combinations that haven’t succeeded yet will have a little “new” indicator next to the button- once this indicator is gone there is no benefit to repeating that specific combo if it did not yield a potion (I wasted SO MANY RESOURCES before figuring this out). The rest should be easy enough to work out from the tooltips.
Yeah it still makes no sense to me. I have gotten 4 ingredients so far and never saw anything unusual about other resources on any page. Perhaps its not obvious at all, or the shadows or shading is a problem or something. Also, how do we combine ingredients with only 1 box? Definitely not intuitive at all, with or without notes.
Really love the UI in general, and most of the gameplay mechanics (school is still awful), but just wish things didn't need so much explanation to figure out how to even begin.
Finally found one icon that was different randomly. At least now I know what to look for, but it was for a split second while mousing over things. Could certainly stand to be more apparent or last longer, or just different way to earn the currency thats less annoying (and also not idle at all).
Would love if there could even be a popup to tell you you found one.
FYI, I just randomly decided to check the hourglass modal and found an icon on that, so the sand resource is able to spawn them, too.
Make sure to check the prestige tabs too as those icons can also be magicked
Can magic icons be magicked? :)
Is it normal that I can't upgrade the basic village building anymore? The fiber and stone capacity is too low for the first 3... But I need to upgrade one of them to raise the capacity...
Yeah other things might up the capacity or else it's probably a sign that it's time to prestige
I don't think I can prestige yet, this started happening before I was even level 35
then you should try upgrade the gold cap, then using the gold you get to upgrade the capacity of other resource.
this will be enough till you reach prestige
Can anyone explain the depth dweller to me? I don't really understand what it is or how it works.
It’s the prestige mechanic for Mining, it VERY SLOWLY digs down to 10% of the depth you’ve reached and the depth it makes it to determines how many of the prestige resource you get when you prestige and also what prestige upgrades get unlocked.
A fertilizer that can only target grains: Growth x3, Gold x2
Does anyone know what I need to do for last General quest of "Digging deeper"? I have "School Level at least 1: 0" and I don't know what that means. Where are school levels even?
It's tier 3 building in village
Huh, doesn't save by default. That was a surprise.
How do I see how often the conservatory refortifies it's chemicals?
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