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(1 edit) (+1)

Thanks for the feedback, I'll poke around the quit out method to see if I can find that bug. 

As far as the hook goes I agree, I've been considering that advancing early relied a bit too much on the direct hit mechanic. 

I didn't realize that was the case till I got some friends and family to play test and realized that people may go multiple rounds early on without getting a single point much less consecutive direct hits.

I'm thinking of adding a mechanic to make the last reactor drop each round spawn extra splatters, this way people starting out get a little extra help (and dopamine) but it doesn't accelerate the game-play loop too much. 

Those sound like good changes! Feel free to reply if you upload an update and I'll try it out again :)

Appreciate it, I actually updated the game yesterday!

There should be exact details of the changes made in the devlog on the game page.

Nice! Unfortunately I still had the bug - It's when I Quit Round early but don't go to the store.

The other changes are definitely an improvement, though still a bit too slow in my opinion. I think it needs some automation or to multiply the bonuses by ~3-5x maybe?

Obviously depends what you're going for, I'm biased and prefer active games but I do think they still need automation and a good power curve.

Otherwise I think the store could be improved by having the current cost on the button too, or at least highlighting the ones you can afford.

I'm highlighting the negative stuff but I do think you have a really solid foundation here! I really like the music and overall vibe too.