How are mushrooms and bunnies a "nightmare"?
Gamsy
Recent community posts
Nice atmosphere and story, but hitboxes really need work. I died to the bear traps several times even though the feet weren't anywhere near them. If even a pixel of a hair on her head touches the trap she dies even though it's clear that she's several feet away from them. Might want a segmented hitbox so you can detect collision on her legs for things like bear traps and the tentacles of the dog. It's totally immersion breaking and cheap when you die to a tentacle or trap that's clearly not touching the girl yet she dies. The dog boss fight is actually almost impossible as a result.
Also good game design would say you need a better way to indicate enemy line-of-sight. It's very unclear the field of view of the patrolling enemies, and as a result you die to them way too much too. You also should give the player feedback when they have shot something. Having the enemy just disappear feels unfinished, and when shooting at the dog it's not clear what the gun's range is or if I'm hitting the dog at all.
Cute, but needs some serious balancing. By the time you have 6 slimeows you never need more because the pond takes WAY too long to restock, even with upgrades. And even if you do choose to upgrade the pond, the cost scaling is insane with very very little improvement. So it becomes way more cost effective to just get a bunch of Bigger Bowl upgrades and have like 6 slimeows and that's it.
The game also needs to be sped up, just in general. As in, accumulate money faster, and difficulty increases faster. Way too much waiting between upgrades. That is, unless this is meant to be an idle game, which it didn't seem to be since playing optimally has you reassigning slimeows between the pond and tower.
1) "Achievements" is misspelled literally everywhere you've written it lol.
2) Zero effort was put into the UI or making it look like a game in any way.
3) There's a good reason idle clicker games make auto clicking one of the first things you unlock. This "game" locks the auto click behind around a 5-10 minute playtime, then even when you unlock it, it has a 4.8 sec cooldown? Absolutely bonkers idea. What exactly is the "game" here?
4) If you do the math, the achievements are actually impossible to 100% without grinding for an actual month straight.
Edit: Actually, there's already 2 achievements I should've gotten but didn't get. So the "game" is actually impossible to 100%.
This was a really cool concept for an AFK game! My main point of criticism is that gold is completely useless once you've bought all the locations. By the time I unlocked Bones and Alchemy, there's no reason to do either of them. I have nothing to spend gold on. It might be better if Alchemy could also convert gold back into other materials, which would incentivize playing Bones to try to win more gold to use for alchemy to obtain more materials, and would therefore also incentivize grinding for mana to use in alchemy. Because materials are insanely precious once you unlock dungeons to buy dungeon keys. Why would I ever spend my materials on Alchemy for gold? AND you need materials for town upgrades. So, what exactly is the point of Gold, Bones, or Alchemy?