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As a suggestion, unless there is an important reason to keep material and components separate, I would suggest combining them and making them all components.

All of the talents seem to say something like ypobehb : 1/1, so I'm guessing that bit might be getting the Russian rather then English translation?

I'm not sure if it's supposed to be Iron rim or Iron ring.  ...tho Iron rim kinda grew on me.  I was thinking like a hubcap or a chakram or the like ;) 

Yes, that's a good idea. Initially, I thought it would be cool to have components serve as intermediate materials for crafting equipment, with materials only obtainable as rewards. But now it turns out there are too many items in the database, and perhaps additional categories are unnecessary, and the crafting system needs to be made more user-friendly (with better sorting options).

Heh, it should be "Level: 1/1" , just lost some thanlation in code. Btw If I knew that the localization system was such a pain in the ass (technically), I probably would have just left one language in the game for my first project, ha))

The dictionary tells me it should be a Rim, but it's actually just a piece of iron used as a ring, too useless to be called a Chakram! :D

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Overall I really like it. I think I reached the end of the content for now, and I will come back for the next versions.

Nice work!

Wow, that's awesome, thanks so much for playing and for the review. I'll be working on the bugs soon.

I have some ideas on how to develop the game further. Could you tell me which mechanics you liked the most? And what's not working?

I want recipe sorting/filtering. 

Also item sorting was a bit weird, too. It wasn't clear how to sort/filter to the equippable items versus materials.

I hate spam clicking so I just used an auto-clicker instead.

I think without an auto-clicker it would be a pretty slow to progress game, but with auto-clicker its slightly too easy. 

I think spheres should be accrue resources or have longer countdown. I don't want to feel the pressure to check back every 1-2 minutes to click on them, even with the collect all upgrade. Also the pop-up about the collection is a little annoying since I have to click close on it, better if it auto-closed like a toast instead of a forced confirm dialog.

The last 3 bosses were difficult even with auto-clicker. I noticed the militia people took a lot of resources to get the last level, like thousands of cores, so I didn't bother with that yet. I assume that was an intentional soft wall due to it being WIP.

Skills felt a little under-powered to me. 

I think an auto-fight unlock would be nice to have. 

Excellent comments, thanks!

The crafting definitely needs some work. Overall, it's a bit too cumbersome—too many items, too many recipes, too complex crafting chains—and it definitely needs to be either simplified or the crafting system itself made more user-friendly.

I also agree about the slow progression. During a normal playthrough, there's a constant mana shortage, which is annoying. During development, I was more focused on coming up with mechanics and features in general and how they interact with each other. I spent less time on balance and progression. These things won't be difficult to fix.

I was planning to add more automation and idle elements to the gameplay—increasing minion auto-damage, auto-combat with spheres, auto-completion of raids, etc. I also have ideas for an Expeditions mode, where you'll send groups of minions on independent expeditions.

The final levels of minion upgrades, requiring thousands of cores, are simply placeholders until all evolution stages are fully designed. And for the final three bosses, the key was in the sequence and opening new damage element type. First, upgrade the Bird minion (Never-Echo-Omen) to stage 3 and gain Blood damage to break the Chaos shield of the Zalthor sphere. Then, as a reward, get the next minion with Chaos damage to kill the next sphere with Fel Shield, and so on.

I think it would be a good idea to design a Tutorial system to indicate upcoming tasks and milestones for the player to complete (something like a Quest Journal). But first, i need to catch a bunch of bugs and fix everything, to make people stop hating the game :D

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I did kind of like the upgrade chains and almost would like more of them.  I like the idea that you're usually not building and then throwing away low level items, but instead use them to build bigger and better.

As a side note, it was way less clear to me when playing that spells cost mana in the sphere fights.  I thought it was just managing timeouts.  It wasn't until the raid encounters and not being able to cast spells that I realized, and then I briefly thought it was cost in the raids, but just timeouts in the sphere battles.

I kind of had to go back and go oooooh when I realized I was killing my mana farming by trying to rush through it with spells.

I did manage to complete the raid 

Spoiler

You need equipment that adds different kinds of shields ;) And I used 100% of my mana casting heals and keeping it on cooldown

I'm so glad you're so deeply immersed in the gameplay, buddy! I appreciate it.

Yeah, I also like the idea of upgrading equipment like they do in Terraria with trinkets (as I remember), so I decided to add that feature to my game.

I need to improve spells, balance the costs, and make the cost more obvious. Initially, they were intended to have features like new damage types (fire to help with Ice shield). A slow to help with Hunt completion (by the way, isn't the "minigame" of catching the Orb in Hunt mode too annoying?). For now, spells make the most sense in raids, I think. I want to add new spells with different damage types, AoE effects, and more crowd control effects (to stun or freeze units in raids).

Nice game. Yet it's almost unplayable due to the bugs %( I think I'll waut for the couple of updates to cintinue playing.

Thanks for feedback and apologies for that bugs! I'll try to fix all of that stuff

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bug, I have all of the ingredients for Frozen Moth, but the craft button remains red and not clickable.

I have a similar issue trying to craft Watchers Eye, again with all the components.

Same here

Got it, i'll fix it!
I'm glad you, guys, got this far in the game, through all these bugs:)

The game seems to think you need 2 of the equipment item sto craft. Like you need 2 necklaces to craft 1 watcher's eye even if only 1 necklace gets used

You're absolutely right. Initially, the idea was that crafting an item would require, lets say, two rings, but since equipment items doesn't stack, it became necessary to tinker with the crafting system code, so I simply abandoned that idea. But some recipes still had the old quantity requirements. I've already fixed it.

Frozen Moth and Watchers Eye both successfully crafted, thank you! 

Thanks for reporting!

bug, upgraded my first captured sphere and now the time for my other second sphere is stuck at 00:00 and not collectable.

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now my first 2 out of 3 captured spheres are stuck at 00:00 and not collectable.

...also, my collected spheres keep wandering away from their pedestals and getting lost?

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Upgraded my second sphere and it started the countdown again but then got stuck at 00:00 again.

My game crashes every time I upgrade a sphere and upgrading the second sphere removed all but one of my minion slots.

Also, the minion upgrade buttons sometimes just didn't appear until the game refreshed for minions 5 and 6ish.

Thanks a lot for your notes, mate!

I've already encountered some problems when I was catching bugs myself and thought I'd fixed them... I guess I should look for their source somewhere else.

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Impressive game!

Thanks, buddy. I'll try to fix all the bugs as soon as possible.

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My game crashed and when I came back I could only equip one squad member instead of 3, but I still had the talents so I am stuck now permanently with only one squad member.
edit: I refreshed again and I can equip 3 again

So far I have had it crash after battles a few times, and crash after upgrading a sphere and clicking around right after. I get an undefined undefined error. I think it is related to clicking things at the wrong time but im not sure.

Same here. After some crashes and game relaunches I got stuck with only 1 slot available.

Thanks for report!

Thanks alot for report!
I've encountered this problem with slots before and thought it was fixed. I'll work on it!

Spells occasionally are unusable and not sure why

hmm, i'll check it! btw maby you dont have enough mana to cast?

I bet it was not enough mana or something. I never ran into an issue with spells unable to cast other than when out of resources, or healing when out of combat. 

I will definitely add a notification about lack of mana when casting

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Very addictive game - you can easily lose yourself in it for hours!

Thanks, mate!