God said: "I have other plans"
'Nuff said...
Quick Question:
Why tf would anyone ever take the UNCOMMON Frostbolt Relic? It is a net dps drop on its own, and it lowers the attack speed of a unit that is focused on slowing the opponent.
Even under the most charitable situations, assuming that the attack speed (instead of halving), is increased in such a fashion that it is halfway to double the original CD, that still wouldn't make sense for a tower focused on slowing enemies.
The only reasonable way I can see the CD justification, is if it becomes AOE.
(for context, I just started playing this game intermittently around 3-7 days ago; I did not see this game in all its glory before that).
The game is cool, but has too much of a base "stat floor" required.
I only have the first 4 light mote skills (and the one for weapon traits).
If you are able to bide your time and get a little lucky with level up traits, it can easily begin to snowball (thats why I have 4 morale - I kept 3 purchased units on the bench for the first round).
I experimented with it and got similar results - I don't know why I was slaving away so hard over inferior builds...
Its crazy how hard a couple of reaper instances can go.
Pro tip: if you don't care about any particular unit (that has nimble), chuck it into the reaper grinder - it still gives the stats on the first instance, while giving two procks of the ability (if there was a chance to attack twice). If not, you still get the stats and can keep the other potentially stacked unit (nimble blocks the 999 damage).
Beware!
I didn't know reaper was one of the traits that could randomly be gained on level up, costing me a unit with over 100 att and 35 hp (earlier this run).
Thats fine - I just think that this game won't be able to break any barriers like stardew valley did - stardew valley was a broad, all-encompassing field that included things such as digging, farming, etc.
Those were just ideas to do if you were open to the consideration.
If you want to keep it going in this direction, I would still recommend tailoring those sorts of features (ignoring the battler part), as it could be fairly interesting and allow you to stand out - the idea of customizing pets/"creatures" through the necromancy of dinosaur fossils.
Perhaps you can change this a little bit - making it more fantasy-esque, and turn it into something where you are an archeologist that dips his hands into necromancy - bringing back the skeletons as loyal minions/pets - you could then take that added feature into an entirely different direction, where you make a combat/autocombat system (akin to pet autobattlers), or you could just have the skeletons follow you around and assist in the excavation (in addition, this would add more depth, where you are able to tie the individual pieces to stats - you could have the stats be used for you creating your own "unique" fossils, and would give that much more of a reason (lore and gameplay) for people to come and "pay" to view your artificial creations.
The movement is incredibly slow/jank - the pickaxe should not force you in an unskippable animation that follows through/enacts whenever you hold down those buttons (maybe let the player move while doing it?)
When it comes down to it, there needs to be more depth/interest in these minigames - if you feel that they can have an "auto complete" system (as in the assembly function for the fossils), that means that the system/function likely isn't interesting enough to participate with on its most basic level (it could still be a feature added later on if you don't want to fix/achieve things).
I see some potential if you explore the players intentionally messing up their fossils to make new abominations - falsifying descriptions, or anything else (if that is fleshed out/expanded upon more, I feel that it could become a whole "good" vs "bad" player thing).
There are a lot of ways this game could expand in, as I feel it is somewhat flavorless in all of them (but especially the exploration part - why not add some combat or some other bs in the caves?)
My gripe is that everything here is effectively one giant fetch quest (as most games go), that the player can immediately recognize is a fetch quest. There needs to be depth/detail to the story to distract the player from that.
I assume because it shows a "winning set", it crashes given the fact that it can't load the set? Guess I am softlocked for cheating >: [
Karma must be real
(P.S. - please either add a rotate feature, or a 4th row - the items are obnoxious to fit together, and some are completely unviable due to their size/shape)