Bug not included in eyerhymes huge message that I found: You can convert a negative amount of Glided shapes, effectively giving you +999999 Gilded shapes -999999 Astral shapes and have a huge multiplier from Glided shapes, with no validation of the end result after the negative conversion amount
I didnt get far in this game because i was busy doing something for a couple hours (not even past prestige) but i came to look at the comments and theres no saving. I was like "oh thats fine) but then i see theres no import or export file.🕴
WARNING : there is NO SAVING feature. I've tried reloading the game because of the game's price being wrong after prestige, and.. yeah, back to start. Only play if you're planning to go all the way to the end.
The price UI doesn't reset correctly after prestige, misleading the player about the cost of upgrades.
The text in the buttons is so much bigger than the text for the cost/resource. In general the upgrade descriptions are going to be something the player only needs to read once, while the current resources and costs are the things that they are monitoring to decide when it's time to buy upgrades/prestige/etc.
Not having a minimum/standard width for boxes looks a little cheesy.
There's absolutely no contrast on the generate shapes button, it hurts to look at. In general we could find a color scheme that's a little more coherent. We seem to want to differentiate element types with by color, but then upgrades/settings/paintings and prestige/overclock all share colors which falsely hints that they are in the same hierarchy or family of functionality.
It's always nice to give feedback when something is purchasable by subtly changing the button color, disabling the button if it can't be clicked (again, rather than giving an alert) or perhaps even highlighting the resource that is lacking.
Moving the content to show an achievement banner is both visually irritating and might make players click the wrong upgrade in some cases, which could be frustrating/unfair. We could have the same banner as its own screen-space overlay rather than adding it to the container with the rest of the content.
We can disable user-select for the whole html or body so that dragging over the cost elements doesn't highlight the text.
Using alerts/popups for input and messaging is rather annoying, we could get similar functionality by making an overlay or toolitp div that captures clicks from passing through and assigning the message or input element, then enable/disable that div as needed. That way the style will be consistent with the rest of the game at least. Seeing an alert makes me think something has gone wrong (plus a player can disable them and presumably break the game) .
There's no (easy) way for a player to see how many prestiges they've done, even though it's required info for paintings.
There's a ton of empty space, yet we need to scroll up and down to see all the elements. We could easily fit the various prestiges into a horizontal group and still have plenty of room for upgrades.
Dear AmazinDood, there is a mistake in your game. When you Prestige, the cost for everything resets, but it does not show that it resets until you buy something. This is a very easy fix; all you have to do is copy the code you have in your "buying upgrades" segment of your code, (Or whatever it is that you call it.) and paste it into your "Prestige" segment. (Or whatever it is that you call it.) This would be a much appreciated fix, despite it being a small one. Would you please fix this issue?
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can nan if you type in any letters
1. need import and export feature 2. prices cost don't reset after prestige meaning you have to save up to the upgrade price to reset the price.
Bug not included in eyerhymes huge message that I found: You can convert a negative amount of Glided shapes, effectively giving you +999999 Gilded shapes -999999 Astral shapes and have a huge multiplier from Glided shapes, with no validation of the end result after the negative conversion amount
I didnt get far in this game because i was busy doing something for a couple hours (not even past prestige) but i came to look at the comments and theres no saving. I was like "oh thats fine) but then i see theres no import or export file.🕴
reloaded to correct prices after prestige... got rekt
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WARNING : there is NO SAVING feature. I've tried reloading the game because of the game's price being wrong after prestige, and.. yeah, back to start. Only play if you're planning to go all the way to the end.
Some feedback/bugs:
The price UI doesn't reset correctly after prestige, misleading the player about the cost of upgrades.
The text in the buttons is so much bigger than the text for the cost/resource. In general the upgrade descriptions are going to be something the player only needs to read once, while the current resources and costs are the things that they are monitoring to decide when it's time to buy upgrades/prestige/etc.
Not having a minimum/standard width for boxes looks a little cheesy.
There's absolutely no contrast on the generate shapes button, it hurts to look at. In general we could find a color scheme that's a little more coherent. We seem to want to differentiate element types with by color, but then upgrades/settings/paintings and prestige/overclock all share colors which falsely hints that they are in the same hierarchy or family of functionality.
It's always nice to give feedback when something is purchasable by subtly changing the button color, disabling the button if it can't be clicked (again, rather than giving an alert) or perhaps even highlighting the resource that is lacking.
Moving the content to show an achievement banner is both visually irritating and might make players click the wrong upgrade in some cases, which could be frustrating/unfair. We could have the same banner as its own screen-space overlay rather than adding it to the container with the rest of the content.
We can disable user-select for the whole html or body so that dragging over the cost elements doesn't highlight the text.
Using alerts/popups for input and messaging is rather annoying, we could get similar functionality by making an overlay or toolitp div that captures clicks from passing through and assigning the message or input element, then enable/disable that div as needed. That way the style will be consistent with the rest of the game at least. Seeing an alert makes me think something has gone wrong (plus a player can disable them and presumably break the game) .
There's no (easy) way for a player to see how many prestiges they've done, even though it's required info for paintings.
There's a ton of empty space, yet we need to scroll up and down to see all the elements. We could easily fit the various prestiges into a horizontal group and still have plenty of room for upgrades.
overclock + double shapes per click = inflation. yea.
cool game
Dear AmazinDood, there is a mistake in your game. When you Prestige, the cost for everything resets, but it does not show that it resets until you buy something. This is a very easy fix; all you have to do is copy the code you have in your "buying upgrades" segment of your code, (Or whatever it is that you call it.) and paste it into your "Prestige" segment. (Or whatever it is that you call it.) This would be a much appreciated fix, despite it being a small one. Would you please fix this issue?
Best Wishes,
Ultimate_Grinder