It feels badly balanced. It's slow at the beginning, then absurdly fast, and then slow.
DanielLC
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It's okay, but there's some details that make it really annoying.
First, give destructible walls a different texture. Especially if you're going to make it so you can't just hold the fire button. You have to keep rapidly pressing that through the whole game because you never know what walls are destructible.
Second, give the wall jump some coyote time. Or do something to make it easier to double jump after wall jumping. That final jump was frustratingly difficult. It felt like I got it right a bunch of times, but I mysteriously had no double jump.
If you don't change it, I recommend renaming it to "max". When I was getting close to infinity food for the first time, I moved everyone into food production, expecting that once I reached it I wouldn't have to worry about food again.
But I prefer the idea that reaching infinity means you actually have infinite and don't need to worry about it anymore. Also, I was expecting that each successive resource would take more, instead of all of them being a quintillion. That might be interesting, though it means that you'll spend a while with the game getting simpler and simpler, which is usually the opposite of what you want.
Interesting game. The text wasn't displaying for me for some reason. One thing I recommend changing is making it clear what bullets you'd parry while you move. It sucks to be hit by a bullet you thought you were parrying. Also, I'd make it so passing bullets also lets you parry them, instead of just having to end on that tile.
"Knowing when to use your knives is key to mastering the game." I didn't even know I had knives and still won on my first try.
It's annoying to have to replay the old levels to get to the later levels. I recommend either randomizing stuff so the earlier levels stay interesting and make it a Roguelike, or make it so you can save and you don't have to replay a whole bunch that you're bored of just to get another shot at a later room.
One problem I ran into is that you click to use the bow, but you also can click to select upgrades, so sometimes you try to shoot but accidentally pick an upgrade you don't want. I recommend making it wait half a second before it accepts clicking the mouse to choose your upgrade. Also, I notice the best strategy is to pick one weapon and stick with it. The different upgrades for a single weapon help each other, but upgrading different weapons doesn't.
Pressing up should make you go up. Pressing space can also make you go up, but up definitely should.
At first I thought hitting enter was supposed to be a timing thing, but apparently you can just hold it. Having it this way, it doesn't really add to the skill. It just makes controls more awkward. If it's not supposed to be part of the skill, I recommend getting rid of the control entirely and if you push against a wall and you're not moving up, it automatically hooks. And I'd make pressing the opposite direction automatically jump. Down could be fall, or just slide down.
I was expecting that after you get the hook sword, you'd get sent back again and have more stuff you can do. Maybe add that if you want to add more to the game with other monsters to help.
It's interesting, but the later levels feel like there's just not enough space to weave between the bullets. Especially when one of them shoots six bullets around them and then by the time they're far enough apart to safely pass through the fire another group of bullets. And I feel like fire is the only upgrade that's really any good.
It's mostly good, but there's some really major problems. First, the map doesn't show you where you are or where the upgrades you missed are, which makes it pretty worthless as a map. There's some parts that seem to rely on the sword being in just the right place, which is theoretically controllable but unless you're capable of doing that it's just annoying RNG. And then there's times where those boosts take you too far, and they move so fast that timing isn't feasible. At the very end, I was just spamming shift and kept failing for not spamming it in exactly the right timing.
Every building says how much gold it uses, but not how much population it uses. I also figured out a strategy that should theoretically work. I just replaced all the heart buildings, using money from the factory buildings between them. Except it didn't work. Why didn't it work? No idea. How can I improve? No idea. If people don't understand the rules, then there's nothing more to this than trial and error.