Fantastic! Especially love the artwork.
plexsoup
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It's not my type of game, so I'm looking at it as an outsider to the genre. Take these opinions with a grain of salt.
I appreciate that it appears nicely polished. I like the UI theme and the audio events on button hover, etc.
The long list of items was a bit much as a novice. A tiered progression system, with item unlocks or tutorial level with 5-10 items might have been nice. Customers often came in asking for things I didn't have, so I wasn't sure if I was supposed to close shop and go buy it, or just dismiss them.
At first, I didn't realize I was supposed to reduce prices offered to the vendor from 100%. I guess I expected they'd give me wholesale prices by default. And I didn't have any sense of how low could I offer, nor how high could I sell. I guess that's the whole point of this type of game? Would a probability indicator be out of place? I like that it's a press your luck mechanic, offering too little or requesting too much, but I didn't feel like I had a sense of how hard I was pressing my luck.
Overall, good entry. I just need more exposure to this type of game.
Nice idle game. I guess the bar at the top it the astronaut's lifespan? But nothing bad happened when it ran out, so I cranked the speed to 16x and made everything. (I guess that circumvents the dopamine reward feedback loop from most idle/clicker games, but I can see why you'd include 16x speed for a game jam audience.)
I just missed audio. Don't underestimate the importance of audio.
It looks like you put in a good faith effort to make a game. You deserve more ratings.
I like the ambitious idea. The long tutorial was a bit slow and hard to take in. Consider adding hover tooltips to all your in-game elements, and/or some kind of instructions on your itch game page.
Great entry for a first timer!
Great game. After all the great peacock dances, I wasn't sure if I was supposed to do something specific to "win" the stones in the middle. I quit after making about 15 more citizens. I love me some ambient games though. It's nice not to have to fight off violent enemies for a change.
Works great with a trackpad!
I'm back after hearing that the game is a lot like another game, Slice & Dice. I didn't know about that one so I went and bought it to try it out. So your homage made a sale for them.
After playing S&D a few rounds, I can honestly say there are some things I like better in your game: I like the slightly easier difficulty by default. That hits my sweet spot. I like the way the player has more control over what classes they'll get. I like your arrow drag mechanic, which feels more visceral than click, move, click. I like your hover tooltips, which give me information without unnecessary mouse-clicking. I like your unified HP, so I don't have to manage block for specific characters. It's a bit more casual than dice & slice, but there's room in the world for a variety of game difficulties.
There's nothing wrong with piling onto a game genre. Duke Nukeum was a clone of Doom, way back in the day. There's a thousand Slay the Spire variants now.
On the other hand, your dice assets do look very similar. So maybe more reskin could have been in order.
Overall though, I think you've improved on that game in many ways. Now you just need to add a bunch of content , maybe reskin the dice, and get it on Steam.
Thanks for playing!
I struggled with how much guidance to provide. Initially I had a bunch more levels with each step spelled out explicitly, but I felt like it was too much hand-holding, like a series of fetch quests which turned into a chore, inducing players to just do the thing as quickly as possible to get to the next level. So I took them out and made it more "do whatever you want."
Perhaps a happy compromise would have been to provide occasional hints or achievements.
Fend off an alien, protect a city from asteroids, etc.
Also, a lot of intended content was cut due to time constraints, fear of introducing new mechanics at the last minute, and developer sanity.
Love the graphics and animations and audio and overall aesthetic and atmosphere. My only beef is the 8-10 second delay after death. For a jam game in particular, that feels too long. You might consider making cutscenes skippable, unless the time delay is a deliberate choice to punish players for dying.