Phlegmy's Comments

Game comments and reviews

Idle Quest

Sep. 06, 2020

3

How do you find/unlock the final (12th) quest giver and duke ending? I've restarted as cook, ranger and knight, figured that would unlock duke ending, but no

Aspiring artist 2

Feb. 05, 2020

1

My biggest issue with idle games is that the idle scales to drag out for weeks or months as later achievements are so long between achieving. This had clear diminishing returns, but was fun and resolvable in a reasonable amount of time. Reasonable being before the grind wore all enjoyment out of me

Spin!

Oct. 21, 2019

3

Nice to see a throwback to the days of fresh fun flash content. Hopefully it can sustain the development which hopefully wasn't too bad for a relatively straightforward gravity engine Thx

Stop the Darkness

Aug. 29, 2018

5

Fun. I actually built a Light Research City for my first win. After that the magic win was pretty easy. Just built out a the whole map. A good # of unexpected buildings like the wooden city and main port with lvl 2 docks. I agree with another commenter that the tower of water could ideally have some effect beyond production. I gather you sort of created a 'choose your own difficulty' via pragmatic choice of magic (easy) vs tech (slightly less easy). It was fun in post game figuring out how to max out the new forests to create more treetop villages. Anyway, enjoyable short game.

Three Goblets

May. 24, 2018

-6

Rings and some items seem a bit buggy? By that I mean a green ring has two properties, while a blue has only 1. I'm also finding items I got earlier in the game are better than red items I'm picking up by replaying last level as a test. Some of this is that items that give a % of stat bonus are much better than flat point bonus later in the game. Regardless, I find it odd to prefer green items to red ones based on better stats, when the red are final level.

Wondrous Lands

Nov. 03, 2017

0

Bug: Haggling reduces the value of the items you sell as well.

Developer Reply

Thank you! I have fixed the bug and published update.

Wizard vs Goblins

Oct. 19, 2017

2

Cute and simple typing game. I feel like it would benefit from some small interstitials. Either periodic minigames between rounds, popups to show progress, or something so that it doesn't just become monotonous. By lvl 12 or so without losing a heart, the novelty has worn off and it is too thin in terms of gameplay to continue. Nice start though!

Beautiful tale, though melancholy idea that she might not ever return to the forest and the trees. Certainly, humans come even if they are diverted by the dancing trees. So let's hope her misgivings aren't true and she can find her way back to at least one of her homes again someday. Thanks for the lovely tale.

Fun story. The UI is very slow. Too much of just 'hit return' repeatedly. There are even 'save' points where you have absolutely zero player options from the last save, so no reason to have had the last save point.

CONGO

Oct. 11, 2015

0

Agreed. Fun simple game. As stated by Kactus, AI should have more intelligent options, but that can come in future updates. The problem of course is granularity of AI as I imagine this game is relatively easily 'solved', particularly after the first round of picks are done and options for computer to evaluate are fewer. Overall a nice basic (and fast game). As a meta feature I prefer in games, either start the game with no audio and require opt-in, or remember if people select mute/no audio, as having games start directly with sound is something many players don't like.

Developer Reply

Thank you! You are right with AI, we will mesh with different degrees of ramdomless and strategy to get improved bots. We'll take a look into a "mute remembering" funtion too. Thanks a lot.

Holyday City

Oct. 07, 2015

40

Games like this always have a depreciating curve, but you amplified it unnecessarily. As you go up levels things become more expensive, and you need more builds per player level to advance. However, the bonuses you get also come less frequently, and give smaller bonuses. So you are slowing down advancement, not just due to levels requiring more construction, but you lose ground on the costs due to the bonuses from managers and from spending resources becoming rarer and smaller. Plus some resources just tap out very early in the game. Fun first attempt and for an idler it is engaging, but needs more content (ie, more things to do in the mid and late levels)

Bloodline Legacy

Sep. 06, 2015

3

I gather the legacy tree is solely for the left side of the 'skills'? Not the advanced ones? Also, as others have indicated, the bonuses don't seem to stick post multiple resets. Also, I totally support the oft requested xp/sec indicator. Lastly, seems like you need to rebalance the skills. The initial ones really are meaningless other than as a way to raise your level. That said, it's strangely fun for such a simple idler. You have a lot of ways to take it forward. Grats.

Bloodline Legacy

Sep. 05, 2015

0

I'm not getting the LP for most quests either. If you do a higher level quest can you not get LP for lower level ones after? Not sure why, but only had a small # of LP to spend (30 or so) and doing more quests still not adding more despite doing most of the quests through lvl 200

Defend Your Cheese

Aug. 12, 2015

-1

A bit short and simple, but a good game in that context. Sometimes that's all you want :)

50 years (graphical)

Aug. 04, 2015

1

Glad I had a scroll of reduction available for final battle. 93 swordsmen, 37 knights, 43 militiamen in the foe's final battle. Americans on normal focusing primary on mining to further boost income, for the win. Go fantasy capitalism.

50 years (graphical)

Aug. 03, 2015

1

Correction: Wasn't huts that got +5 lumber/year, it was mills, and Russians don't get mills. Very sad :)

50 years (graphical)

Aug. 03, 2015

0

BUG: Played as the Russians. Took the forestry faith path, so huts should have been generating wood (if I understood the faith bonus correctly). However it didn't.

Idle Raiders

May. 19, 2015

2

Ah.. interesting, you can't put things in greater than, less than brackets here. Must be anti html protection. Anyway, my comment was that you should have a 'buy 1' and 'buy 5' button next to each char. That's more useful than +1 level for every char, as bonuses only come in 5 lvl increments. It's clicking each char for each individual level that's the pain. Buying in blocks of 5 solves for that.

Idle Raiders

May. 19, 2015

0

Idea: Instead of +1 to all char levels, you should have the option to and next to each char. Since you only get a bonus ever 5 levels, it's not efficient to buy 1 level for each. Much better to buy in blocks of 5 for individuals.

Idle Raiders

May. 18, 2015

1

Btw, anyone figure out what the LORD SWORD does yet? Is it only to be revealed in a future update as description indicates needed to be researched more