That's an amazing pack. Thank you so much.
Meowdoleon
Creator of
Recent community posts
Just a small note on incremental design: Increase the cost of upgrade when bought and make the upgrades better than the previous one. As it stands, Grass is the only viable option since there's no limit on how much you can buy them when you generate enough clover per seconds, which is about when you can buy the next upgrade, and the upgrade after is worse than the base one.
I agree with most of your point, but personally I felt quite the opposite about the cases. Case 1 did feel like a tutorial, and had some questionable FTUE design, but I didn't feel like I was trying to get the game to say what I already figured out. Case 2, however, I knew exactly who was the culprit after watching the second witness testimony. I had a hard time trying to get the game cooperating with me to get the culprit out. Case 3 was perfect in my mind. Wasn't too long, and neither was it too short, and I figured out the fact as they were revealed.
I've done 10 games against the very first mouse in the game, and it seems almost impossible to beat. It always have 15+ total, so you have to get 15+, but doing so has a great chance of busting. In all the game I made, I hit to get over 15 if I don't already have, and I bust. If I would have not hit, I would have lost anyway. If I have 15+, the mouse somehow always have over the amount I had. Am I missing something?