Thanks for playing, so sad that you've had performance issues, unfortunatly we didn't get much time to optimize stuff so it's a bit messy as can be the submarine.
If we update we'll ping you to reconsider your rating ^^ see you around!
I've spent some minutes on this game :) I've got an idea about reinforcing the cleaning mechanic. I thin it could be nice to have a monster that can eat the remains of the others and becomestronger and stronger by doing eat. So you'd have to focus them as soon as possible while dodging other projectiles or force you to clean in the middle of the battle which can be risky :)
Nice it cas an immersive experience! I found the player a bit slow too once inside the submarine and the intro is quite long as you cannot speed-up the dialogs. That beiing said it was well polished with a good atmosphere and it forces you to take the pace of the deep ocean. Lights effects were cool.
I would have find more immersive to add some flora and fauna even if it's juste shady shapes moving in the background somewhere... during the descent.
Hi there, congratulations releasing your game ^^ as other I found the music a bit repetitive and the difficulty quite hard. I'm not sure to get when and why I can have my jump reseted. I think it could help to juste have some kind of cooldown to jump again each time you grab a new orb or something. Well it was what I expected first in fact.
I didn't manage to get really really far sadly maybe because I'm bad at those kind of games :D
76k score I thought my soundcard will die somehow but I managed to keep the pace. I don't get how to regulate horses and trees? I supposed it was the dragon but not so sure after I spawn some and nothing seemed to change.
Nice cosy lil' game here. I like god games and life sims stuff.
It took me some times to understand that the smartphone can be moved tho'
Thanks for this really complete feedback! We really appreciate it :) I think you've pointed most of the issues from this prototype and came with a really good vision on the project and what it could become. The idea of beating a boss giving you a new start position is simple and would be really effective.
We wanted to go for a kindof "age of war" game but we lost it in the process for some reasons. Teleporte could definetly be a spell you can use to get all your minions into the action.
I agree for the warriors getting forward and backward to collect the loots. I've tried a collect at contact but it wasn't so fun neither. It may be interesting to do it by clicking on the item and giving more weight to the clicker gameplay.
We've had the idea to have powers such as zone healing and so on but we ran out of time :)
I'll have a look on the optimization as well, there are a lot of things running in background so... no surprises sadly.
Thanks again for the post!
Hey there we've got a similar concept :)
Interesting how you manage the different waves and the openness. I think it's a bit difficult to plan an attack with the lack of control of the positionning either for the hero to beat or the chess pieces to place.
I'd apprectiate if you have a look on our game and feel free to leave some comments too :)
Nice game. I've got some vibes about the essence of keeping plants alive here :p
I didn't get how to handle controls when starting the game. Then when I got it I found difficult to use controls as the keys are far from each others.
The game loop is interesting tho, I can compare it somehow at Overcooked. Nice job :)
As a mini metro & co fan I really liked what you've done! I just find the difficulty raise a bit to quickly at the point is not fun. I would like to plan a bit the lifts and get into it before that I got overwhelmed. The pleasure would be to see the ridiculous chaos going in the street with all the cars going here and there as I'd struggle to find where is the next destination.
Oh and it was a bit difficult to clearly see the shapes which doesn't help much.
That being said, it's clearly a very great proposition of game here :) Congrats
Nice game prototype I could easily see a story mode where heroes go bragging the crowd in front of the dungeon where you'll beat em easily :D
Some ideas to improve the overall experience
Well I must say as simple the idea is it's quite inspiring to make it grow :)
The concept is good and there is enough variation to add a bit of depth so I think the game was interesting. I've got a couple of feedback I wanted to give you which mean I find that really interesting :p
I liked the intro but it felt a bit weird that the buttons are under the spiders. It doesn't give the idea of a clickable item. Which in terms of UX is a bit strange. Could be interesting with some notion of collision between the spiders and the buttons. Or if you needed to make them go away to click if the gameplay was linked to that mechanic.
But enough with the buttons :D So the goal is to score the max to reach a glorious place into the leaderboard. So I would expect to have optimal controls to get to the max thanks to my skills until I do some stupid error.
I found the spikes a bit frustrating, well not the spikes directly but mostly due to the webs that really slow you down, so I wanted to go to the side then BOOM into the spikes. Annoying, I don't feel in control on what was happening. Too much web? To much velocity induced? No possibility to counter the direction? I don't know maybe a bit of everything.
Leaping spiders are a surprise and sometimes I can't even understand where the hell the went from?! :D Hate those! To fix that and to give a bit of challenge, some visual and/or audio cues could have been great. The idea is as a player you can quickly spot them (flat color shading effect, exclamation point), see the look in their many eyes and try to guess when they'll leap you at!
For the fall, I assume you used a procedural level generation. Which is great but some seeds felt really strange. I've got a empty corridor with one of my attemps. It was not skill but just luck that gave me a fairly good score.
Spiders are difficult to see due to the lack of contrast. So it's difficult to apprehen where to go. I died many times without seeing directly why.
Finally I'd have liked some skip animation or instant restart when I die. The animation is a bit too long IMO.
I mean that's a lot of feedback but as I said I liked the game. I hope it'll give you an interesting and constructive feedback on my humble sessions :) Well done! And godot is dope!
I liked the art style, I wanted to test the game by seeing the thumbnail! Once playing, either I'm bad or the AI is shooting a bit too well :D In the end I get quickly wrecked before destroying a ship which can be a bit frustrating. I'm not sure to clearly identify the different factions tho'.
But it's a jam right? :) nice job sailor!