Yeah, as others have said, the main pain point are the unclear instructions on what to do. Usually not a too huge of an issue, but trial and error becomes tedious listening to the very long start dialogue and waiting. Speaking of dialogue, that, together with the graphics, made for a very nice scenario to play in. I love other world stories, so this was right up my alley. Nice job.
Oh, you don't have to listen to any of the the dialogs, they are all skipable ; for example, you can directly regrab the sword to start a new game. That's interesting because our playtesters didn't have this issue, so if you have any idea how we could have comunicated it to you, i'll definitly take it ^^
As for the rest, that's very useful feedback, thanks :) I'll find a way to make the goal more intuitive and update it when I get the chance :D
I think I’ve done that, but the dragon still needs to do his monologue before spawning the mobs, who have to waddle all the way to the zone. Like, the first goblin is really not a challenge, but I still need to wait forever for him.
I think part is also on me, since I’m not that patient while at the same time trying out things, like using the weapons as traps along the way, but I swear that the game is more difficult than probably intended. Some mobs just go through and it’s difficult to stop them in time.
I ultimate beat the game today on a second try, but it still took a bit and required me to abuse teleport to beam around as fast as possible.
I also agree with the issue you mentionned.
We felt the long area of play was important in early waves so player can get the hang of it, and in latter waves so they have enough time to defeat more monsters.
Still waiting for that first goblin when restarting the game can be frustrating, maybe adding a x2/x5 time speed up button would help solve the issue.
Again, thanks for taking the time to explain further, we, as a team, greatly apreciate it!