holding shift made it so that you can place multiple. i didn't get a tutorial in time which is my fault
Severencir
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Good simple fun. i am quite impressed with how well it runs with so much on screen at the same time. i would have liked some indicators of where the cannonballs are coming from before they came on screen to better be able to react since it's a bit hard to see them with all the screen gore. other than that, i can't really think of anything that i would improve
I really like the concept and execution. I had the same vision when setting out to start my game of a unifying treasure mechanic where it touches on many aspects of play, but you pulled it off better. A couple criticisms though. The fact that a bullet waits for a timer before firing rather than firing and then waiting on a timer made the game feel a bit clunky and imprecise. Also your scaling system seems off, magnets barely seem to have an effect even after several upgrades, and all player upgrades are strictly linear while the enemies seem to scale in a multiplicative way, leading you to drain more treasure on attacking enemies, even when you buy attack upgrades every level.
EDIT: upon continuing to play i discovered the ammo cost feature. I still maintain the opinion about the fire rate, the magnet is better when you have a very high value, but it's still weird, and the game is (understandably because game jam) not properly optimized
The enemies are very difficult to work around. because of your limited rolls, you can't just wait until the necessary path is safe, and moving anywhere around them is basically a coinflip as to whether or not the will kill you. I think removing their ability to kill you if you cross their path, and maybe adding some indication of the direction they are next going to go would really help it feel less random. All in all it actually is a pretty interesting concept. It is visually pretty decent, and the music is great,
it's not so much that the enemies spawn too fast, just that depending on where they spawn and how quickly you can dispatch them, you get into a state where you can't do anything because all of your actions rely on the dice. i guess it is a skill based barrier, so it is not really a "problem." the feeling of helplessness and slowly watching your health bar go from full to half as you try to get to your weapon just kind of sucks.
This is very well done. I don't think the slippery control scheme that was chosen really suits this kind of game. Its not very fun when you take damage because you drifted into an enemy in spite of correcting your direction a quarter second before. And getting your dice stuck in a huge blob of enemies is basically a death sentence. perhaps add a way to manually recall a die to you, even if it requires a long cooldown or something. All in all, i love the idea, it is organically fun to play, and i would probably be willing to drop some money on this.
i can't say i have any suggestions on the pacing thing. the biggest concern i had is that in the begining it felt like i was scrambling constantly to manage the resources i had and trying to juggle between recipes to keep the money flowing. after automation it was more like clicking the same 2 things for a few minutes and the game was suddenly over. perhaps a system where you have to keep moderating the recipes and swapping them to optimize income might improve engagement and still allow for great automation. i know most idle games deal with that buy just increasing the cost of everything as you go.
it took me a bit to figure out that the dirt is used in the same place as the drinks are. the game also goes by much quicker once you start automation. the speedrun-like goal set for it actually is an interesting take on the idle game aesthetic shifting from a more relaxed number growing game into an optimization game. i think with a bit improved pacing, a mechanic to incentivize not simply sticking with a single recipe for half the game (some diminishing returns or something), and a way to get recipes into the bar without click-dragging (shift-click to put it in the first available slot, or clicking the recipe from the side bar to auto fill it) it could actually be a decent game. i might have to try to beat my embarrassing 23 minute time.