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I press the blue button in the middle of the app container or whatever its called (it said something like start game, now it says restore game) and get the following text on a grey page

 "

This XML file does not appear to have any style information associated with it. The document tree is shown below.

<Error>

<Code>AccessDenied</Code>

<Message>Access denied.</Message>

<Details>

Anonymous caller does not have storage.objects.get access to the Google Cloud Storage object. Permission 'storage.objects.get' denied on resource (or it may not exist).

</Details>

</Error>

"

Minor bug:  the amount of pixies arcane warden says it produces isn't taking into account the ascension production bonus (though, the tooltip and the per second counter to the side have the right amount, and the actual production amount is correct too)

Hrm, oh wait, the ascension production bonus is a speed bonus not a quantity bonus. Guess it's not a bug.  Think I was confused by how it's listed in the tooltip.

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Icons keep breaking on realm switch or maybe after a certain amount of time or something.  A refresh brings them back but it's annoying.

Can you let me know if it happens again? I think i fixed it

I've occasionally seen some icons be missing on realm swap but they recover within about a second now, so seems good so far.

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suddenly had it happen again. had to refresh.  was specifically everything in the village tab this time.

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Feedback: I've been enjoying this game quite a bit so far: the progression, unfolding and simplicity have all been great. Hitting the Realm of War, however, has hurt my desire to play. A double prestige layer in which you need to reset into a slower zone to get to a greater reset into T2--I immediately feel like the drag of this section.

Imo: make the realm of war an exciting place! Not a burden on progressing further into the game. Give it rules that sound fun to play with, not just almost purely painful. Or if you want the section to be an "increase in difficulty", (which in this design is just that it drags out for longer) find a way to increase difficulty without slowing down the game significantly. Make the difficulty about harder decisions or some other force weighing you down. Or let the first zone have more influence in this zone right away. Like maybe the first zone's mana or gems boost this zone's crafting or something. A full reset into a slower zone is just ouch.

Just my two cents. This game has been great so far so I'm just a little peeved when I hit a wall I feel less inclined to climb.

I'm stilly playing in-case my upfront judgement was misguided, but I'm also just letting you know what my initial impact of this section was.

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Thanks for playing and than you for the detailed feedback. First let me say that what you are noticing is real and shared by many players including myself. I think it is healthy for a game to oscilate between feeling powerful and feeling challenged, and the beginning of RoW is certainly challenging. I think you will find things unfold better than you might expect. Shipping artifacts to RoW is a big boost that starts  rapid progression in RoW (after you ship the first artrifact, the next one isn't far behind, and with artifacts you can get enough sword production to push the RoW expeditions for compounding progress). Additionally, the tier2 reset is not painful. You keep all your artifacts, both altars, prestige. You really only lose inventory which you will recover in an hour or two.

I don't claim the balancing is perfect, only that I try to notice when it goes too far in one direction and I correct.

As for having more interesting cross-realm mechanics - to be honest that was never the vision. Not because I don't think it's cool, but because I didn't think I could handle the complexity with my current game design skills. So to be transparant what you can expect moving forward:

Realms get more novel (R3 is very different, and the upcoming R4 even more so), but the cross-realm mechanics stay flat. Old realms become (check in a couple of times per day) as the latest realm is meant to capture majority of attention. 

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Great! I'm glad to hear you sticking to your vision. What you are describing makes sense, especially with the oscillation of difficulty and power. I'll stick with it to continue to feel it out.

Just some more brainstorming: to help curb the initial "wall" feeling the introduction to this section has, make it so the Realm of War have some very clear bonuses (global or for R1) that this section introduces. Maybe prestige/sacrifices in future realms have small bonuses to previous realms, something like that. I imagine this "Quest" mechanic I have yet to see could have some impact like that, but because I don't see it right away, I'm more left with this feeling of having to climb a separate mountain than the one I've already been climbing. --and then I feel the exhaustion "groan" instead of excitement as a player.

Maybe a better way to put it is I was expecting a power spike for the Realm of War and not uncovering another difficulty layer. Its possible my own personal bias led to that expectation and subsequent frustration. Its just that uncovering a "Realm of War" sounded so cool, ya know? And it takes some work to unlock it as well. But when I did unlock it, it felt more like I opened a piece of coal for Christmas. Do with that what you will.

A quick note: of the effects you list as the RoW's positive "Bonuses", Sacrificing Batch + Cap are actually negatives as sacrificing in this realm is just plainly more expensive.

Anyways, again, great game. I'm definitely rooting for ya and how you refine your craft!

Kinda liked the first game, it functioned on mobile. Will this recieve any mobile support?

I'm getting there. You can play it on mobile here https://yukitarogames.github.io/evercraft2/ - its not amazing but it works.  Reducing UI scale in settings helps. 

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Neat

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why not finish the first game

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I don't know what you mean by finish, but I regretted the design decision to reset progress between universes in EverCraft 1 and did not feel like developing further under that paradigm.