This game is addicting lol.
I like the ways there are to plan ahead to get a good combo.
Movement could be floatier since its based on Asteroids. There's potential for something fun, though right now there's not much challenge. The presentation looks not too bad, and the music fits the feeling of salvaging in space since its slow and contemplative, and you do need to get in a good position to shoot asteroids down, which takes some time so you don't run into them accidentally. Perhaps the amount you lose for hitting an asteroid should be higher, so you would want to avoid asteroids more.
I liked the concept and art, but its inconsistent sizing is a problem. Unfortunately, I didn't get how to play the game, the units seemed to not do anything, so there's a lack of feedback there. I also couldn't tell what units I had selected. The chart of what unit is good/bad against what virus should have been visible during the game somehow.
There's good presentation with the art and some of the sillier ingredients, but lacks sounds and music could have been a nice addition. Gameplay wise it's not very fun cause you only have to click on the ball enough times to get all the hints. If you had to experiment to find the ways that the flower can be used, it could have been more interesting. The limitation was used well, since youre using one ingredient in different ways.
Game is fun, but the attack seems not very useful since you want to run away from the enemies, rather than have to face them to attack. I like the idea of picking one resource type, but I think it would be better if health boosts didn't respawn until you switch back to them and the chalice had a cooldown after each use.
To add to RedWorldGames's feedback: The game is fun, but there's something you should take into account in case you make a game like this again: Make sure to give the player feedback when they are hit, like a red flash on the screen and/or a hurt sound. Its just hard to tell you're being hurt when the slimes are behind you. Also it wouldn't hurt to make it clear that upgrades give some ability to you, for example: the upgrade that "increases health gained from killing enemies" made me think that you get health from killing enemies always and this upgrade would just improve that, instead of granting it in the first place.
Its pretty fun. Played for a while. The text wasn't always easy to read. The towers besides the skull tower didn't seem to be very useful, since you're taking up a spot that isn't used to attack enemies. Upgrades for towers could help make it less wasteful to mix the towers if some towers were stronger. Also its not easy to tell when an enemy was hurt only when they are knocked back. It was interesting to see what fusions you can get with the crops you have.
The idea is cool and the music really fits well. I didn't get how I am supposed to make the burgers with the ingredients I got. Didn't get any buns. Also the game crashed when I tried to go to the main menu after dying and it said I killed 0 enemies when I did kill some. Getting upgrades would be good when the enemy count gets high.
The twist that you use your ammo to upgrade yourself is cool. Its confusing how plants turn into ammo. And having to click a lot to plant and harvest is tiresome. Would also be cool if the different ammo types did more, like the pumpkin could make an explosion instead of just being like the wheat but stronger and harder to get.
The game is okay, but the flashlight is not that great. The flashlight needs to be used all the time, but the time you can use it very short. It could be longer for easier difficulties. There doesn't seem to be much of a use in holding the flashlight for a shorter time because you still need to wait to recharge. You can't really be smart about the flashlight use so the game gets very hard fast since you also are punished for letting the time run out by having less time than before so if you start losing it gets out of control fast.
I liked the conga line of ghosts following me around. The volume of the music is really low, I can only really hear it well when I set my volume to 100. Some of the levels were interesting to play, but with only 2 monster types the game feels repetitive. Would have liked the controls to be shown somewhere, but they were easy to understand for me.
It was really funny how you completely changed the rules of chess, and the names of some of the pieces (like Dog lol). Really impressive how you managed to get so many rules in the game. They really make you have to think about how to get the most points. The pieces were a bit hard to read at a small size though (and maximizing the window doesn't scale the game).
Some music and sound effects would have been nice too.
The idea to draw constellations was very interesting. I didn't have much fun though. Choosing a different constellation didn't change the spell. There isn't really a way to lose, but that's probably okay because the controls for casting were very hard and I nearly gave up. But I figured it out in the end. So if there was more urgency in the meteor part and if different constellations gave you different spells, or maybe the meteor part could be something else. Because I think the main mechanic is super cool and I can see it being used as a spell system in an RPG or something like that.
The music was cool. The graphics are basic, but the particle explosions were very underwhelming and felt janky, but that doesn't make the main idea worse.
The minigames were pretty fun, but they don't seem to get more difficult over time? Maybe the Earworm does a little, but its hard to notice. Another thing I didn't like is that the controls for each minigame are not mentioned, and it wasn't clear in the beginning what I needed to press. I did figure them out though, so it's not that bad.
16 was my highest score.
The use of theme was interesting. I liked how you can't see the spirits on the map but can't see the path when you're not using the map. It adds some difficulty. But it was still easy enough that it wasn't much fun. If the number or speed of the enemies changed as you collected keys the gameplay could have been more interesting. Its cool that you allow the player to choose how many hit points they have and keys they need to collect in the options. The art was nice, but the size of the screen was very small (I zoomed the page in though). And the music got repetitive.
As the game is right now the puzzles weren't great and all the difficulty was in trying to throw the relic right. Having some more different puzzle mechanics to spice up the puzzles would be good. And somehow showing where the relic would end up when thrown would make it less frustrating to play. The sound effects were funny, but the music got annoying quickly. I only played until the red relic appeared but I ended up throwing the red relic on the orange relic and got stuck there. The orange relic was confusing because I thought you had to use its power for the puzzle where it was introduced. Specifying exactly that it comes back when pressing F would make it clear what it does.
Cool idea to draw the map. Would be interesting to see how you did the map drawing, because I found that it would become very weird if you just put the point anywhere (if you tried to cheat). Some audio would have been nice. The player's speed was surprisingly high for a game like this, but it helped make the game not take too long to finish. Also I think the game said I completed the map too early since I think I didn't mark the last landmark I needed.
The start wasn't very good because of the speed making it hard to read the tutorial text. But the rest of the game was fun. The falling quickly ability came in handy near the end. The player controller could have had input buffering for the jump since there are parts where its necessary to jump multiple times quickly. The difficulty increased steadily but it did jump up a lot at the last part. The music was good and not too repetitive.
Nice game. The story was interesting. The music didn't get too boring. There was some thing with the explanation of the war mechanic that was weird ("The loser will Might equal to the..."). You may have missed some words there. Would have been nice to have some automation for the troop training part, like selecting the troops you want to train and the game did it automatically when enough resources were collected. Also a way to see the rate of resource collection.
Cool use of the wildcard. The game is very fun and the juice on the player box is really good. Also the music choice was good (maybe not fitting the theme much, but it was still good) and kept me wanting to play more just to hear it more lol. The only problem with the gameplay was that the 1 tile wide gaps are a bit hard to get through.
Its somewhat frustrating when the ball doesn't go where you want, but really you just need some patience.
The maze was pretty small and a bit hard on the eyes when rotating. And the music got annoying so I stopped playing after unlocking the 1st lock.
But good job making the maze not easily solvable by rotating in just one direction. Also the moving blocks make the maze a bit more interesting.