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(+5)

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.

(+2)

"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.

(+2)

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.

(+1)

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.

(1 edit) (+1)

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.

(1 edit)

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.

(1 edit)

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.

(+1)

Miniature Smith seems to give 1 worker for every 5 built or so, so that's probably why it's marked as housing.