love it! great idea. good luck finding the right balance of strategy and rng
MuddledTable
Recent community posts
Well, if it were up to me, my ending would be that when you purchase the final antivirus upgrade, ads fill the entire screen so that when they're cleared, the entire progress of the upgrades would be lost. Sounds crazy, but after a player downloads all files, is there even a reason to continue upgrading? (besides, of course, just for the sake of completion). Once a player downloads every document, each successive upgrade lessens the difficulty of the levels, making them easier and easier, until the fun of racing the timer is lost. So clearing the upgrades would reset the difficulty, and allow replay-ability to your levels. Also, it would be very funny. :p
Some context: I played until I unlocked all the upgrades (to the $50 one); and I also think the mechanic of clicking ads with a timer is already very fun already. These notes aren't 'criticisms; I just had some ideas... ;)
Or there's always the simple 'end credits' method, where you thank the player for playing and return them to the main menu; you could insert this after a player completes all downloads.
Thanks for your time!
PS- a bit of a random thought, but for the downloads, would you consider adding a coarse, but funny, drawing of the file we just downloaded; as a joke, of course. This could add a layer of comedy and distinction to each stage. Just some thoughts.
Thematically appropriate, and movement pretty good. But i had trouble finding my way to the end of the level. When using shift to increase momentum, using the slopes to go fast, i found myself flying of the map many times. Maybe decrease the acceleration cap of the ball, or pull the camera back so you can see more of the level at the same time. But, not bad Raman.
The theme, colors, and general aesthetic are there. But the mechanic seems rather dull (dropping a light). I did like the way retrieving it lit up inaccessible areas.
I feel that maybe the drop could have been a spacebar move, forward still w, and the camera rotation linked to the direction of the cursor (where the character always faces forward, and and the room moves around them). Otherwise, the idea is solid, good work.
Beautiful. Thematically whole, and impressively polished; truly deserving of a gmtk shoutout.
But it felt more like an art experience than a game, as skill only lengthened survival time, but didn't heighten the experience.
From here, I hope you deepen the mechanics*; because, frankly, there's a feeling of hopelessness, or inevitability, to the game, which fatigues players and dampens the desire to replay it. But just a small increase to player options (through game mechanics), will increase that hard to quantify feeling of hope, of agency, within the player; because players need hope to keep playing and endless game.
*examples: tile power ups like bombs or time slow, or a tile currency system which clears the board after 100 kills
Thanks for your time!