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(+1)

I tried the game for a bit, here's some things l want to point out:

The controls could do with an alternate zoom on Page Up/Down or Plus/Minus. Some silly folk like me have a middle button, but not a wheel. Speaking of controls, there should be an easy way to pause the game, l couldn't find any beyond the timescale stuff.

The UI takes up a lot of real estate, there's not a lot of room to see anything on a 1600x900 screen. It makes sense for a touch screen, but a mouse game doesn't need the UI this big.

There should perhaps be a difference between visual and audio gore options. Because l love me some crunchin', but l'm very picky about my vore audio.

The macro feels too fast to be considered a macro. Which is weird because you had written that you sped up the formula and changed the old one to Lumbering, and that, too, feels too fast. Maybe a custom slider could be added as an advanced option?

There's no trample damage! Even the default size should be able to decimate anything it touches as it's walking. In the same vein, the macro shouldn't be using any pathfinding since it's big enough to climb a mountain and destroy anything in its way.

Now, l don't want to make it sound like l despise the game, there's a lot to like here, too. It's got a great plethora of options and l love that you have toggleable AI and building placement. Customization of gameplay is a very important key to this type of game, so l like that l'm seeing it this early on. I wish you the best of luck in this endeavor.

(+1)

Having zoom on the Page keys is a good idea. I’ll add that soon.

I bet the UI scaling is a bit off — I started without any scaling, and I’m developing on a very high definition display, so it wasn’t too obvious. I’ll definitely try playing at low resolutions and seeing what happens.

I could definitely separate the two. I was just thinking about that today, actually.

I’ve been going back and forth on macro speed. Turning it into a slider with some suggested values would probably work.

I absolutely want trample damage. I already have everything in place; it just needs the actual damage. Also, iirc, the macro does start ignoring obstacles at a certain size…but that was a long time ago, and I might have removed that in the meantime. The navigation stuff is ooooooold.

Thanks for the feedback! I’m glad you’re enjoying what I have so far (:

Soooo, I wound up implementing everything you talked about this evening. The new build should be up in a few minutes, assuming it doesn’t break (and I’ll discuss all of the changes in detail in a dev log). Have a look! (: