Thanks for the kind words. Yeah it has a niche player base, but I'm facing some design issues on how to keep it interesting in the long run. After some time when you figure out the puzzle it gets boring real quick. This project is paused for now as I have some other projects that can generate income faster for me with a more clean and stablished design.
MegaCrab Games
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Obrigado!
Ainda vem muito por aí, inclusive todo um retrabalho da arte. A questão do tempo é algo que vou mudar, essa parte da progressão de dificuldade vai ser bem trabalhada ainda. Eu planejo fazer uma progressão através de vários níveis sim, mas só depois que o gameplay básico tiver bem acertadinho. Além de progredir dentro de uma partida, o jogador terá um objetivo a alcançar ao longo de várias partidas.
Qual seu jogo mais novo? Queria dar um feedback também.
Hahaha, I'm part of that masochist dark souls demographic =). But that's not exactly my aim here. I want the game to be challenging but satisfying. I'm happy to hear that you stayed playing and got to 300m. Thanks, that means a lot to me. It's my first game, so every progress counts a lot.
You're not getting bumped to zero. There is a cumulative total that will count towards the end, which is part of the greater goal that will be set through many matches. There are still many loose pieces on the overall design of the game. It is like you've just said, but each level has it's own score requirements. Through many matches, the player will need to use their earned credits to make repairs and survive, while at the same time being cautious about spending credits, since the end goal is to buy a very expensive ticket back home.
I'll be posting devlogs and announcements here, and some stuff on social media too. If you want to get news on email, signup to the newslettar at https://www.megacrabgames.com/
Thank you so much for you feedback, it means a lot to me!
Hey, thanks for trying! Yeah, it is difficult, I've got you. I've been working on this alone for some time now and the difficulty ended up being balanced for me. On a future version I'll balance the first levels to have no time, only a target score. Then I'll introduce more challenges later. Maybe I'll work with just the target score, earthquake timers and intensity, leaving that time limit out. You're giving me many ideas!