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(4 edits) (+1)

Enjoyable, but as stated by Ravery, the difficulty disappears and it becomes just a waiting game with nothing to do but ‘idle’ for multiple hours on end.

I really do like the ideas on display here, but I feel like there just isn’t enough to do at the moment. Players micro-manage and min-max for maybe 3-10 minutes and then they sit there waiting for half an hour so they can afford the next upgrade, then after another 30+ minutes they grab the next map and spend a few minutes setting that one up.

Here’s my advice/feedback:

~ Add in another low-tier map that you unlock by reaching round 50 on the first map. (not tied to loyalty)

~ Increase the number of daily missions from 3 to 6. (with new missions replacing completed missions, until you reach cap)

~ Rebalance some of the prices to increase difficulty - I’d like to see a roughly 30% increase across the board, with some rounding up here or there as needed.

~ Add a hotkey for targeting - The active block is kind of unwieldy, and would be vastly improved if we could more carefully place and aim it; having the ability to move it over the ‘road’ is really useful, but it’s kind of weird to get into position. Gotta play around a bit to get it just so.

~ Add some text during the tutorial to let the player know that all towers will fire without aiming at targets unless specifically stated. Kind of a weird setup, with them not aiming at the blips, but not a big deal either way. Just surprised me when multiple blips waltzed past because the tower was attacking in a pattern, instead of targeting the enemy.

~ When upgrades are locked, darken them even when you can afford the cost

Haven’t reached the third map yet, so my feedback is pretty limited for the moment, but I had some time to kill cough I wonder why cough so I figured I’d share my thoughts here.

EDIT: I’m going to break my keyboard if I forget how to line break with markdown one more time…

(2 edits)

Thanks for the feedback (and I apologize for the late response). The next time I decide to pick up this game again, I'll definitely take your thoughts into consideration, as I completely agree with what you had to say about the game.

As of now, I've not worked on the game for a while and probably won't for a good amount of time due to the workload I have, but as a temporary fix to kill some of the progression problems, I've made the increase of map prices linear rather than exponential. Though making the game shorter, it will give people a chance to at least see the maps available and perhaps return to upgrade the blocks and see what they can do.

Again, this is only a temporary solution because it doesn't address some of the other issues you mentioned, but since I can't dedicate too much time to this right now, I thought I should at least make this change. I am very grateful for your feedback and once again sincerely apologize in replying so late. :')

Stay safe out there! I hope your keyboard is safe as well.

(+1)

Looking forward to the updates. Life’s been pretty hectic for me as well, and I find myself playing less and less new games (or revisiting old ones) but this one is saved in my bookmarks for a rainy day, and I’m always happy to see a developer take constructive criticism and try to make the most of it.

Keyboard is fine, for the moment. But, I do have a backup now so… should the worst come to pass I am prepared to deal with it lol.

(+1)

hey what about graviverse

My code for Gravi-Verse is a hot mess XD, but I'll get around to it if I have time one day.

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oh well do you still  .sb3 file to it?

Sorry, I didn't see this until now! Yes I still have the file for the game, and I actually started making a new update for it at my brother's request. :)