Thanks! Looking forward for the next update! Makes the multiplier stay forever the same!!! And please! Rare ressources bulk! X10 , X20!
Like the spinner keeps spinning but it doesn't do anything after a while I left it once for like five minutes and that's all it did so now if the video doesn't load after about 30 seconds I cut my losses and close the app and reload it. I figured it would be a while to get in everything I've never written an app before but I work in IT so I imagine it takes a lot of work and headaches it's awesome that your open to ideas though and care about the game itself not many developers actually try to make a quality game anymore they only care about trends and money for the most part and it shows in the game experience. This is the first app I've downloaded in a while that is actually well thought out and in depth while keeping game play simple. It's not a mindless tap game where you have to watch 1000 adds and pay $20 to double your tap gains and link to every social media network to unlock exclusive stuff. it's nice to see there are still people who want to make a quality app instead of a generic piece of crap great work so far. 10/10
Thanks Blake8069! It was actually a simple fix in this case. I was only doing an online/offline check to show the video, and forgot to check if a video was actually cached in memory - silly mistake. These videos can sometimes fail to cache properly, and this is what you seem to be experiencing. I managed to squeeze this fix just in time. I am about to push V1.0.4 to Apple in an hour or so, just double checking the changes I made (thank God for source control). This way now if a video is not cached it will spit a "There was an error retrieving the video" message and force-recache the videos without freezing up and consuming one of the daily videos. Now... back to work on V1.1... This V1.0.4 is the last bug update I am pushing before V1.1 so any other bugs that come up will have to wait till that update is complete. And you are correct, I care deeply about the experience of this game. I guess that's a big difference between being an indie developer as opposed to working for a large corporation. It is heartbreaking to me when someone has a bad experience and it is deep within me to fix everything I can. There were a lot of problems in the original game, but I was not as experienced of a game programmer as now, so I have less stress than before about bugs! edit: I just submitted V1.0.4 to Apple. This build will fix some bugs some of you have reported including but not limited to: - If your space-story enemy ship data was corrupted and did not spawn enemy ships in later planets it should reset now. - If your first wave of enemies ran off they shouldn't now (was hard to test this bug fix since I couldn't reproduce it in the first place). - Video ads freezing up and consuming a daily video shouldn't happen anymore. - Cannot hit multiple action buttons in battle anymore which would glitch the game and cause a later crash. There were some other small crashes I fixed here and there. Some of these bug fixes I couldn't really test, so let me know if this build fixes anything you guys have mentioned from these main points above after the build V1.0.4 goes live. New chrono pack codes! *** Each of these holds 500 chronos, BUT I added one pack in there that has 2,000 chronos. Good luck, let me know who gets the big pack! TACODE1 TACODE2 TACODE3 TACODE4 TACODE5 TACODE6 TACODE7 TACODE8 TACODE9 TACODE10
I would like to discuss about the elements. They get pretty much useless in there major capacity as a gp/second source. For example: level 39 Pu (3800 of them) gives you 1.53 e64 GP/s. That looks like a lot, but it costs you 5.25 e115 GP for the next single Pu Element. Why should a player raise this Element levels if it doesn't make any impact on your GP/s rate? I feel like this part of the game should be more important than only in the first few minutes of a game, don't you think? Cheers
Took TACODE10, got 500 chronospheres. Thanks, Inner Hero, for the freebies! And thanks even more for your tireless dedication to making this game the best it can be.
What do the "High Level Resource" heirlooms (e.g. Stable Gyroscope, Light Prism, Shattered Sword) provide? Similarly, what does the "Reveals hidden Power Up" (Gold Crown of Frugality) heirloom do? Is there a game wiki anywhere? TIA! Sean
Haha, I've known about it for a while, but I wanted to make sure I knew how to reproduce it 100% of the time before I let you know. That's great news you got it into version 1.0.4! Also, I snagged TACODE6. Thanks for the 500 chronospheres!
ArtistWolf - It's all good. Thanks! The sooner the better next time though! scrotty - The high level resources are required materials for high level ships and items. You will need them to max a ship to level 10, and to max a ship item to level 6. If you are far below these, they are not really useful yet. We plan to prestige individual ships in a later update, possibly V1.2 or 1.3 when we add a new map and or an entire new game mechanic for the ships. Then they will become used more. The hidden power-up is sort of random. It makes all elements half price while it is active, so it is a good way to burst through the initial portion of the game. There is no wiki, maybe I should make one since there is so much going on in the game. Sometimes I wonder how Kevin and I managed to get it all done in reasonable time. Vemska - Congrats! That pack is a little bigger than what I usually put up, but I wanted to give someone an extra boost, I hope you are early in the game so you can benefit a lot from it! Moha - Thanks for starting conversation on the elements. One thing I can do is retweak the equations that create the costs, and not make them so steep towards the end. It is sort of hard since it is an exponential function, but I can try some new variables. We also could use elements more in a future update if you have any ideas to get us started. I want to create an entire new tab to progress through, and it could use a lot of elements and resources. Let me know if you have any ideas or comments. All - the only code left is TACODE5. I will post some more in a day or 2. Trying to spread them out a bit!
Strange thing : every time I see an update saying "bug fixes" I hope that the crash on launch on iPhone 4S will be resolved but without success I don't know if the problem has been adressed but it's impossible to launch the game on this model (but the "prequel" had no problems at all). If there is a way to fix this, it would be awesome! If the model is too old, well, I would be sad missing such a game...
Ringerill - so sorry you are having problems with the 4S. We developed the game on the iPhone 6, and did not have a 4S to test with. I will try get my hands on one to see if I can do some optimizations to let it work. I spent time to make the screens work on the 4S and tested in the simulator, but I will have to use a real one next. The game has a lot more graphically going on than the prequel, and with so much cached in memory to keep things smooth, I can see the 4S might not like that. I know someone with a 4S, and I will try get those optimizations done soon.
Hey, that's some nice news! I truly hope it is possible to fix. But yeah, I guess the 4S is becoming too old for current apps. I whish you good luck and courage! It's nice too see a developer who cares for that kind of problem
Looking forward to the update! Many thanks. I had one possible suggestion: perhaps population past a certain point could start generating KP. This would work thematically. More people = more knowledge. It would also give building population a purpose beyond simply meeting the upgrade goals. And it would be another way to introduce more KP, which is by far the limiting factor at higher levels. What do you think?
Kane2505 - I like that idea. We initially planned more for population, but did not have any clear ideas. I would like to maybe add a new mechanic with population that could be sort of a conversion rate. Maybe like a "Put x amount of population to 'work' and get y amount of KP per second", and there would be some form of accompanying mechanic intertwined. Let me know if you guys have any better ideas for population. I think a simple x population = y KP per second might be a bit simplistic, I would rather build a mechanic out of it. Also, We got our first review! it is on gamezebo.com 4/5 stars. Not a bad start! Gamezebo review link We also got featured on appolicious.com Appolicious feature Hopefully we can start getting some more traction; we still have a lot of work planned out for this game!
PVP ranking is buggy for me. As Rank 11 I beat rank 7 and 8 in a row and stay at rank 11...? yesterday it worked fine. Beating rank 6 got me to rank 6. It is 500 chrono I am missing out now
I was enjoying this game until the point where I could build ships, due to a seemingly game breaking bug? No screenshots right now, but whenever I try to "Equip" a ship, it claims I have no available slots and need to unequip a ship. However, I have no ships equipped. If it's related, there are also what appear to be ships for sale in the black market simply titled "null". I can't make any progress and I don't really want to wipe all my current progress and then just hope it doesn't happen again.
Trying this game is like taking a drug. You can't stop playing. Damn this is a great and huge game for a small indie studio. Respect