Thanks for the feedback! I understand some of the concerns, with the time constraints, I had to be pretty selective about which elements I was going to pour time into polishing. The fast fwd time is a great idea and probably could make the building phase a bit more engaging. I appreciate your support! I'm not too worried about ratings count :), I'm just happy to have it finished and under the belt. Thanks again and cheers!
KomradeKev
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Very cool idea! I found it fun to play!
if the goal is to simply stay alive as long as possible, I found that the AI were exploitable because when using both a vertical and horizontal axis, the speeds were additive, so I could move twice as fast. I found that using this method I could evade them indefinitely without use of my hole gun. It would've been very challenging indeed if the speed was capped so diagonal speed wasn't twice as fast.
Great job! I would appreciate if you would rate my game as well.
really great idea! Top down portal where you keep your stupid tank driver alive.
Sometimes portals don't seem consistent on how close the tank must be to grab it, but this wasn't a huge issue. I'm assuming that no matter what the tank is always just trying to go straight at the next point in the sequence, but sometimes it behaved in a way that didn't seem consistent with this. Usually worked excellent though. Nice idea, nice visuals, nice execution!
I would appreciate if you could check my game out as well. Cheers!
Great job! Really nice visuals and environmental light choice.
Would've liked a little more responsive of a hit animation, but other animations were nice.
I prefer mouse vastly over controller, but I understand that in a week's time, multiple input sources can be too time consuming to set up.
Nice job! I would appreciate if you'd check my game out as well
Well done! Nicely designed hypercasual type game.
Some of the saturated backgrounds hurt my eyes, especially the green, I'd maybe tone down it's saturation. The character seemed to be a little over responsive, I'm not sure if his movement rate is tied to the frame rate (My machine is fairly powerful so it would be getting very high frame rates) so maybe that was why he was moving so fast.
I liked the feel and choice of sound a lot! great job on that. It was too loud at times in game though, to the point that my earbuds were cracking from surpassing the ceiling.
Loved your menus!
Great job
Thanks for the feedback! I'm not sure why you were getting the funds ending game issue - there are separate endgame messages for running out of funds and running out of time, so if you were getting a message that wasn't indicative of your ending situation, it was probably a bug, Although I've tried a couple times and couldn't replicate that.
Time/Speed balance is definitely something that needed more time, with only one day to test after completed mechanics, I didn't have enough time to perfect the balancing of time, build speed, wages, and build time. I realized too late that I left the rotation controls out of the tutorial XD, and yes, a full version if this game would definitely need a more refined hover/selection system.
Your strategy is similar to the one I found to be the best, usually I would hire another, low skill engineer to work on the rear booster for a few days, then fire him as soon as he finished. The concept of the game is to be a strategy sandbox out of which many strategies could emerge, and while a week long development didn't allow for implementation of THAT many possibilities, a full game would have more moving parts, not allowing for time where the player must sit and wait for building to finish.
Thank you for your feedback, I appreciate it a lot!
Thanks, the feedback I've gotten from people seems to agree that the "A-D" rotation wasn't intuitive for most people. My ideal implementation of camera rotation would've been a middle mouse button drag right and left, but I didn't want to spend too much time on camera movement, so I went with the simplest form. Thanks for playing and for the feedback!
Well done! Very fluid and responsive and functioned almost exactly how you'd want such a game to work.
My constructive critique would be that A. controlling the board tilt using mouse input was a little non-intuitive and sporadic, I would've preferred WSAD or Keyboard - this is just a personal preference, and B. It felt like the ball hit a trigger over the hole at which point the hole just "grabbed" it and pulled it in. I would've liked if the holes were such that the ball actually had to fall in naturally with it's physics. Other than that great job!