Interesting concept :) It can be quite difficult to controll both the player and the blocks, but after a while it gets easier. The arcade macine is a nice touch.
Malgios
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I'm glad too hear that you had fun :) The number in the upgrades get added to your level on the right. Based on which bit of the level is active or not, the corresponding weapon is active. So there is a little bit of a puzzle element, when predicting the outcome (based on how familiar/fast you are with binary).
It's funny that we had a similar idea, but with different genres :) It's a bit overwhelming that you have so many options at the start of the game with a lot of text. An unlock system might be nice, but thats probably to much for a game jam game ^^ It's nice that you have quite a lot of variety for foundations, towers and enemies.
I really like the visual indicator for the stats.
All in all I had fun playing it. Great job :)
Thanks for playing and the feedback :)
Yeah the thing with the shoot delay was a late addition to sync the animation and projectile spawn and in hindsight I agree that it wasn't the best idea^^ Did you had the performance problems only in the web version or also in the download version?
Oh and thanks for explaining some stuff in the livestream :)
Nice game :) I really like the way the fire spreads. Using a particle system for the player looks really cool, but I sometimes had trouble seeing where exactly the player is.
The "burn it" button looks really nice with the animation. I was a bit confused that you can't click on the text, but have to click next to it, but that is just a small thing.
All in all great job :D
Congratulations that you finished your first game :)
It's a nice simple game and I like that you added some things like the fireball to the Flappy Birds game loop.
The visuals look good but the different artstyles don't fit together so well, Most of the game is pixelart, but the buttons are not.
Clicking the fire ball button makes sense for mobile, but on PC it feels a bit akward combined with space for flying.
Thank you for playing and for the feedback :)
I'm quite happy to hear that you like the aesthetics since it's normally one of my weaknesses.
Yeah, the tutorial could need some work, but it is intended that some things (like optimizing and such) should be discovered by the player.
I can see where you come from with the fast-paced-ness, but I didn't know a better way to describe it since it is not classical turn-based or real-time. You don't have to wait if you don't want to move since you can rotate on the spot. A dedicated skip option might be more obvious ^^
Thanks again for the suggestions :)
I really like Idle games and this one seems pretty fun. I love the artstyle of the game :D
I find it annoying that you have to check the machines quite regulary and that there are mostly stones inside of it. Is there a auto collect feature later in the game or planned later? Maybe as a prestige upgrade if you plan to add this kind of feature.
Some changes I would suggest:
- Tooltips if you hover over things
- Scrolling is a bit annoying, but I think with the new UI you are planning this will get better
- Holding right click for the minerals is a bit weird. A new window/tab would be better
But all in all great job! I'm intersted too see how this will develop :)
A fun litte game and I enjoyed playing it :D I like the sound for the acid!
Here are some things that bothered me:
- Enemies can hurt you while the explode.
- If you press space in the intro it would be nice if the typing animation would be skipped and you could see the whole text. Currently it skips to the next text.
- the saw crawler type enemy is hard to see.
I had fun playing the game and it looks and sound great! I found it a bit too hard because of the short time and many things you have to look for. Maybe playing several rounds that get harder or having multiple characters would be a nice addition.
I really like the addition of the hand for the enemy. It adds more preasure and feels more like playing against an opponent.
Really fun game :) I didn't read the description so I had to figure out the mechanics myself, which was quite interesting. Despite this I reached the end on the first try. I like the simplistic style of the game and had fun with it!
I really like the combat system! It's nice to combine the gems to a spell that fits the current situation.
I didn't like that the special spells that you can cast consume all gems and not just the required gems.
I like cats and had two of them.
Also some bugs or weird things I noticed.
- I didn't had music until I disabled and enabled it.
- Sometimes the blinking animation that happens, when an enemy has low health made it seem like they are already dead. I think that happend when a texbox appears in the wrong moment.
- It felt like some enemies didn't do anything during their turn.
Thank you very much for playing and the detailed feedback :)
The mouse scroll thing sounds interesting I didn't know it worked that way in google maps. The more you know ^^
Regarding point 2. I struggled a lot with the combat mechanic and rewored it many times. I really like the simplicity of your suggestion and will think about it and play arround with it. Thanks a lot :D
Yeah thats the best strategy for the most part. With higher difficulties the start changes as you need to defeat some villagers before you can destroy a village. Also scouting and besiegen fortresses and castles can get quite useful, but with the current balancing (and minimal tutorial) its hard to get people to this play style.
Thanks for playing and for the feedback :)
Regarding loosing the focus on skeletons I'm a bit confused. It should currently keep the focus until you select a different unit (without shift) or left click somewhere. The only exception to this is, when you split a unit. Afterwards only the split unit is selected.
Could you tell me when the units lost focus in your case?