Thanks a lot! It does work, several people had their score uploaded already, but it seems like the server of the leaderboard is having issues at the moment, its an external issue, sorry about that…
Draelent
Creator of
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Thanks a lot for the feedback!
I recall I tried to come up with a good solution for having the game centered, including the upgrade panel, but now that you say it, I cannot unsee it. I definitely got lost in the process and it’s absolutely garbage. I reworked it quickly and it does not trigger my ocd any more so I think it’s better now. It also solves the ovelapping problem and the description disappearing
I removed the automatic switch, it only occurs for the first building now (to show new players that you can select buildings).
I too feel like this is a different game, and weirdly enough I too feel nostalgic for the 1st version, but this version has a bit more depth and feel more like a finished project, not just a prototype with some ideas thrown here and there…
For the duplicates, I still do not master the leaderboard creator but they should usually not occur as they are tied to the sessions. I’ll try to change a few options but I don’t want to prevent people with the same simple nickname to post their score either..
Finally I didn’t find any case where the powerups and the number of creatures on the cell did not impact the corresponding building. If you stack them on an extractor, this extractor will still extract every 2 seconds, not faster, but will extract a lot. Same for the biomass reclaimer, you should see huge number coming out of it. The problem if you stack creatures on the forge, is you’ll have a huge construction factor, but there will be no creatures under the duolith to actually build it (which could explain why the construction stopped).
This is so cool! Clicked right away on Play without reading the description when lauching the game, didn’t know what to expect, that was a weird sensation to be able to flip the enntire world! And being able to keep the sun in the air also felt amazing! Only missing some distance / point counter. Well done!
These shot particles are amazing! I kinda feel like having to shoot 3 times, combined with the high delay between shots is a bit too hard when ghosts come from the top, and it could make the gameplay even more crazy if we could shoot faster, but with increasingly more enemies for the progression. Also the mirror could move maybe, or teleport? Really nice concept overall, and nicely polished
I played this game for way too long, but manage to make him go bankrupt ! I also “found it funny” :D Impressive work for such a short period of time, there is so much going on, the horses having to follow the path, the randomness in the speed, the cameras, the odds and so on.. Well done really! Loved the sound on the end screens as well (especially the victory end screen).. And some of these names are simply epic :D Was really fun, thank you for the journey into horse betting, didn’t expect to enjoy so much and to end up in front of my computer, supporting stomach or heydhyeydgewedge like a maniac!
Not sure I get the Highscore part. If the longest time is the highscore, you can wait as you want and get a highscore easily? At some point I tried to speedrun the game the other way around, and went down to 4seconds, that was slightly more interesting. You could have a constant decrease in health maybe instead, and focus on a highscore about maximum gold.
Damn that was cool, bravo! Mechanics are great, really clever level design and love the nice touches like the random ivy on block. Amazing, and great work in keeping the player engaged with more challenges, I played from start to finish! Felt like most of the puzzle rooms had only 1 solution, well done for that as well.
Et super que vous ayez aussi exploité les aspects timing et positionnement à un certain point (autour du 24-25 je crois), ca a ramené un peu de renouveau aussi! Félicitations, super concept et excellente réalisation.
Thank you! Yes indeed, we kinda have a double uncertainty with the aim and the zombies moving.. We thought about adding the holding breath, but we didn’t have any button left on a standard mouse… But we just found an idea to still implement it as a reward for multiple headshot in a row (like entering a flow state).. Thanks for the feedback!
Very cool game! A bit hard to grasp at start but then i one-shoted most of the late levels, I’m not sure why. The introduction of new mechanics is well done, but could be slower, but with a higher complexity to force the player into playing several times the levels to really understand the affinity and things that go or don’t go together. On improvement side, the sound of the animation at start is not synchronized for me with the tiles falling, but other than that, I encountered no issue at all. Well done, nicely polished!