When I am trying to raise my minion’s communication skill I have to hold down on him, which makes items he finds drop into my inventory rather than in his bag. I then have to drag each one to throw them all away since I normally don’t really need any of it. It’s kind of a pain to have to keep confirming that I want to throw them away when I already know that I do. Being able to either toggle it off, or have the stuff go into his bag instead of my inventory would be nice.
Really great game, simple and easy tutorial. I'm having a great time with it atm, can't stop playing. 5/5
Suggestion for generation points Thank you developers for this highly addicting game, I really appreciate the frequent updates. I'm currently in my 8th generation, I have been following a fast pace reseting, getting around 125 ~ 150 gp per reset. Not sure if my gp farming strategy is optimum, but right now I'm pushing for a long run to find out if a long run will help me aquire more gp than I would get from several short runs. After several resets and buying the 1st/2nd sets of +/- gloves, crafter's book, and approns, the player will have to reset a lot to get to the next set. However, each generation will be basically the same and me as a player might lose interest in the game before getting to those fancy +0.4 books. Here is my suggestion to make reseting more interesting, every 10 gp will add 1 to the maximum amount of an item in a slot in my inventory. For example, by having a total of 100 gp's I will be able to have a maximum of 110 of sticks in one slot before it starts occupying the next slot. Inventory management is a huge part of this game and I feel that it should get relatively easier each reset. However, once the player uses his gp's his his slot's max will be reduced accordingly . If it is not feasible, make generation points be useful in another way somehow. The point is to make gp's beneficial to the player not only as a currency but an actual game mechanics minor chainging factor.
Alright, I'm giving this a second try. The first time I tried to get into the game, I sort of stalled late in the tutorial when I had no food and both my character and Minion were starving. Any tips for a smooth(er) start?
Hmm I see, I usually give him a specific item to gather when trying to increase his communication skill. Would that work for you?
Try stocking up food before starting a task. Always have a couple 100 energy worth of food in your inventory. The game will go a lot smoother.
How do I trigger the final quest? I'm on generation 29, over 2500 generation points earned this round, 100 in most skills. I've yet to see the final quest (though I was resetting earlier on previous generations). I'm on the test flight version so I'm not on an old version or anything. Thanks!
Thank you for your suggestions. We're adding new generation items in the upcoming versions. So that might help out. Yes each generation is the same, mostly because we added the generation system very late into the games development. "However, once the player uses his gp's his his slot's max will be reduced accordingly." -Didn't really understand this part. Could you elaborate?
Hey Gameboy98, I understand that this type of crafting might not be enjoyable for everyone. But just to understand if it is something we can fix, what bored you while playing?
The next update has been ready for quite some time and we're working on the one after that. Apple has previously informed us wrongly about when to submit which update, because of that misinformation we can't post the update now for a few weeks, until iOS 11 launches.
Final quest is triggered when you finish all of the main quests. Gen 29.. afawefwefwe well played Which test flight version?
I'm on 1.1.6. I think I figured it out, though, because now I'm getting extra quest texts from Kasino and Sequoia... I didn't do any of Alf's recipe part quests because I thought they were all optional. I figured the "main quest" ended before that, so after the first generation through and not needing the recipe parts, I haven't bothered since. Thanks!
If a player has 100 gp he can have a stack of 110 of an item in one slot. After spending those gp, for example by buying the +10 gloves which costs 100 gp his stack max. will return back to 100. Looking forward for those new gen items
I see, so the slots aren't really purchasable. They just make use of extra GP. Will think about this and see how it can be implemented, thanks again!