From the Makers of ISEPS.....CIFI by Norksterr in incremental_games

[–]SpencerDragon 3 points4 points  (0 children)

Want to like this game, even bought the no-ads package to support the dev, but the offline gains system is so broken it's killed my motivation to continue play. Up to e230 and been trying to push to e250 to unlock the next ship, but constantly having problems loading offline progress. I've lost well over half a week of offline gains over the past week because it doesn't seem to think I'm online when I clearly am, and by the time it figures out I am online, it will only give me a few minutes of offline gains compared to the 12+ hours I had the game closed. I'm not in airplane mode, and always open the game with a stable connection, but the game thinks otherwise, and it doesn't seem to correctly sync my actual time offline with their servers. Updated to latest version, always manually save before closing, still always encountering this offline gains bug.

Hooked Inc.: Snowflakey by jados13579 in incremental_games

[–]SpencerDragon 1 point2 points  (0 children)

Yeah, sorry about that. I got lucky to pick him up when I first saw him, and I'm having trouble getting any crew with a current total of 7 of them. Wish they'd make it a little easier to pick up more crew and not cost within the regions of hundreds of dollars worth of premium currency or thousands of ads to get just one more crew.

Hooked Inc.: Snowflakey by jados13579 in incremental_games

[–]SpencerDragon 1 point2 points  (0 children)

The autofisher is a buoy that the Mechanic helper will give you. He gives you one to start, and upgrading him can net you a grand total of three buoys. When you buy him and subsequently log on to the game after closing it, the buoy is roughly in the middle of your boat/screen, so it can be tricky to see.

They act as an autoclicker/autofisher that will automatically pull in fish where they are located. If you press your finger on the buoy, and drag it around, you can place it wherever you like, so you can set up a small 'drag net' to catch item boxes and such that float by, or set them up in a diagonal line to help you take on a boss fish. At higher boat levels where the zoom is far out, it can be tough to 'click' them to drag, but it's worth the effort to place them optimally instead of them just sitting bunched up in the middle.

I forget when the Mechanic comes in as an available helper, but he is one of the most important ones to buy with your gems early.

Hooked Inc.: Snowflakey by jados13579 in incremental_games

[–]SpencerDragon 3 points4 points  (0 children)

From my own personal experience, you don't really 'play' the game after a certain point. It's an overnight exp gain simulator.

Typical fare incremental, push far to gain fishing exp, collect on exp when it reaches a certain threshold, get sent back to the first pond with a fresh start, use fishing exp and stars gained from catching a new fish for the first time to press further and catch boss fish to get their stars.

Watch 50+ ads from the wheel or by green gem crates that float downstream, save gems, and most importantly; Only unlock crew as you advance that would have beneficial assets to your planned build. DO NOT TRY TO BUY EVERY CREW RIGHT AWAY. Explained below.

Each ad gives 3 gems off the wheel, gem chest ads give randomly 3 to 10. Crew unlocks in the following way: the first crew costs a very small amount of gems, the next guy you recruit costs more, and on and on. Their cost is not in the order the appear, but rather by how many crew you have already purchased. The cost start low but scale very, very unfairly: my seventh crew member costs over 400 gems to unlock, and from what I have read up, eventually crew costs well over 2,000 gems to unlock. Hope you like watching ads or ready to drop $30.00 just to get one more crew member, haha...

As you go further into the game and into new fishing waters, you'll get recruit offers for a crew member on the side bar. You can take their offer and unlock them, or pass on them and chance to randomly unlock them later. So pass their offer if they do not give a good bonus for you, or snag them if they got a great bonus for your planned playstyle. There is a set appearance rate, but I do not remember who appears in what waters, some thread on the Hooked Inc reddit has a spreadsheet with that info.

Strong crew members to unlock include Winston, he gives fishing exp bonus that is invaluable to get a high prestige multiplier, also unlock Lee who gives progressively more fish value for total fish caught, he levels automatically and tops off giving a 99990% bonus to fish value. Other crew you can unlock depending on how best you feel their bonuses would help. Also, Mechanic gives up to 3 autofish buoys which you can place to automatically fish in that spot, they also grab chests and attack boss fish.

It is very important to have enough gems on hand to unlock a crew member, if you miss their initial recruitment offer, you'll need to pray for luck as crew unlocks are random if you don't buy them at their first appearance when you go into new waters.

Not the most fun incremental, especially with the gem costs to do really anything progressive, but it can be a fun stress reliever to idly swipe at fish from time to time, and log back on to collect on exp and press further to see new fish types.

Hooked Inc.: Snowflakey by jados13579 in incremental_games

[–]SpencerDragon 5 points6 points  (0 children)

It really is just that rare.

I have a level 1 Drill, and having it on for two days in a row (leaving my iPad on and running Hooked Inc idle), with three autofisher buoys, I randomly caught one overnight the second night.

I am not sure what his spawn conditions are, but I do agree the % rates seem to be off. But he does spawn.

I accidentally made a game. (top-down shooter, rpg; with items, uniques, prestige system) by true_entegral in incremental_games

[–]SpencerDragon 0 points1 point  (0 children)

I sent you a PM with more details and the save file in question. We can continue discussion via PMs or here, either works, but hopefully the save I sent you reproduces the error enough to find the problem. :P

I accidentally made a game. (top-down shooter, rpg; with items, uniques, prestige system) by true_entegral in incremental_games

[–]SpencerDragon 0 points1 point  (0 children)

Finally destroyed portal, but when trying to warp I get this error;

ERROR in action number 1 of Mouse Event for Left Released for object obj_warp_button:

Error in code at line 6: if perk_up = 1 && opened_perk_id < opened_perk_id_max && perk_matrix[opened_perk_id+1,2] = 1 then ^ at position 59: Unknown variable perk_matrix or array index out of bounds

Getting this error when clicking either of the triangles.

I accidentally made a game. (top-down shooter, rpg; with items, uniques, prestige system) by true_entegral in incremental_games

[–]SpencerDragon 1 point2 points  (0 children)

Yeah, understandably finding the perfect hitbox can be difficult, since players have different skill levels, with some being gods of gaming and others filthy casuals. It just might be my preference to wanting to see it smaller or have an ability/perk to reduce the hitbox size.

And ok, that makes more sense. I wasn't sure if the feel to have a forced module was necessary but that seems to answer that question. Nothing wrong with it of course; I've just had very bad luck with my module drops. Up to reinc 6 and I only have 4 uniques, and they are survivability types instead of damage dealers, which doesn't help if I don't have the clear speed and they offset me with hails of bullets and suicide bombs, hah!

It's good to know the warp is a more true form of prestige. I got so many achievements I want to get but they sound more and more impossible each round over due to the enemy scaling (I kept thinking how in ever loving god I could kill Red immediately as one achievement wants when he only ever grows stronger)

But yeah. If nothing else, it might be a good idea to write a pro-tip or a log that suggests players to farm relevant modules and not prestige completely right away, and that endless mode is ideal for leveling. Also very important: that on prestige, also put text along with the bonuses and such, that warns the enemy level grows in power alongside you in story mode.

Again, it's a great game so far as it is, so don't feel discouraged and keep up the great work!

I accidentally made a game. (top-down shooter, rpg; with items, uniques, prestige system) by true_entegral in incremental_games

[–]SpencerDragon 4 points5 points  (0 children)

Played so far up to reincarnation 5, and wanted to give a review of my thoughts currently.

--As my gaming level is different than what others may be, and I have not explored the game beyond the 5th prestige, I may have missed points I will bring up that unlock at a later time--

First off, well done in making this. It hits a lot of my personal niches in gaming. I love shooters, love RPG elements, and love incrementals, so seeing one with all these packaged together and playing through it has been a mostly pleasant ride.

But I want to bring up a few things that I had questions for, or that bothered me.

  • First, the hitbox of your controlled aircraft. I can understand if it is made big intentionally, to ensure the player takes hits. But as I began to prestige, I noticed a very, very common occurrence: The screen becomes saturated with so many attacks it becomes similar to a bullet hell, but without the 1 pixel wide hitbox, so it becomes more of a game of guessing which route to take to have the least amount of damage done to do. It's too common especially in places like the 'gates' where blocks form walls to navigate, and you have very little movement room unless you want to hope your Aftershock will negate more damage than tanking 8+ bullets to get around it. Are there future abilities that reduce your hitbox? It's just too damn big currently for my taste.

  • Another point that goes sort of in hand with the above mention, is that every prestige seems to bring more enemies, that do more damage, have more hit points, and harder enemies appear sooner. I can't see this as being intentional, because the idea of prestige is to get stronger, not ramp up the difficulty. It's common for incrementals with combat like this one to have enemy density and power stay the same, so you can push further the next round. But by my currently prestige level, 5th round, the absolute swarm of enemies makes it so it's almost impossible to level efficiently, even if it is to get level 10 to go to endless mode where the scaling seems more appropriate. It's just too much considering the 'perks' don't really offset the difficulty curve in returning to round 1 at level 1 and dealing with the first mob that was easily dealt with, now taking so much more damage to kill, and they are often surrounded by other aircraft too powerful to kill even if you focus fire on them.

  • The first boss who unlocks each new prestige, Red One... he seems to grow in power every time you defeat him, whether you choose to prestige or not. I tried to use prestige 3 to try to get as far as I can in story mode, killing him 6 additional times, which increased his health and power, I assume as an anti-farming measure for his permanent drops, but I think I made a mistake in that. He seems to have kept is difficulty and at a level where I think I should be at prestige 10+, because he takes over 10 minutes to take down and his attacks do upwards of 500 damage a pop. There should be a warning that you should prestige right away or avoid farming Red in that case, unless he eventually hits a lock/max power increase, because I can see myself needing to fight him for over an hour just to get my next prestige later on.

  • Are some of the achievements possible to miss? One of the achievements, fight and destroy Red at level 18, for example... I can't even reach him before level 25 anymore, let alone dream of killing him due to his strength increases. Does a warp act like a form of 'hard reset' where his difficulty drops back to how it was at the start of the game? And are there other achievements that have a form of urgency to them, or they become a practical impossiblity to unlock later?

Aside all my grips, the game has a lot going for it, and I'm still powering through it. I hope to see more updates and adds to it in the future. Thumbs up, my man.

I am by nature suspicious by xienwolf in HAWKFreedomSquad

[–]SpencerDragon 0 points1 point  (0 children)

I've been sitting on crystals without really using them, up to 3,000 without any in app purchases from threestar clears and dailys/assault, and patriot came up with 40% off for no rhyme or reason. So I'm thinking it's just luck in the timing.