I think some ideas that would make this game more fun are:
- Remove freeze, all cards should require energy
- Interesting power ups offered every level
- Choose not to switch cards
The current state of the game makes the scaling unsatisfying. You quickly go from 0 to infinite (or die before you get there) because most of the cards are not very good. After you get freezes, you can do whatever you want, but freezing also slows down the game and makes it boring.
It's highly unsatisfying being forced to make your deck worse.
Altogether, a combination of changes that make the player weaker (removing freeze, all cards require energy) and changes that make the player stronger (more and more frequent power-ups, choose not to switch cards) should make the gameplay more fun.
I also think longer levels was a bad idea. Levels should become more difficult, not more grindy. After freeze is removed, level 1 vs level 10 should take the same amount of time, but you obviously must fight more spawns and more difficult spawns.
(got bored at level 68)
Speculaether
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Very well designed idle game. Very relaxing and hits my sweet spot of "don't have to wait too long between actions, can finish game reasonably quickly." A lot of attention is paid to UI details to make the game easy to navigate and understand.
Firing arrows faster and faster is extremely satisfying, and the game is optimized well to support it.
I really liked this game. I think hypothetically a strong strategy would be 3 rows in the back, 1 for houses 1 for wood 1 for mining. fully submerged houses bring up the foundation. occasionally remaking the mines would cost a lot of wood but would be acceptable. and then you'd have a lot more breakwaters. I wonder if you could go infinite.
list of suggestions:
- either add crossword clues or allow any eligible word or show partial matches wordle style
- don't start timer until the setup animation is over
- projectiles freeze and don't disappear when en route to an enemy that's already dead
- allow keyboard input for entering words in crossword
- add health bars to enemy units
really good start. I hope this game is developed to its full potential.
I agree that the arrows at the beginning hide traps which is annoying. Making the arrows just a little farther (2 squares) from the character or diagonal would be better.
Although the corridor at the last level is frustrating, I think it requires planning and strategy (like putting higher speed characters in front) so I actually think it's good game design.
Personally I think adding space to dash is an interesting addition, but requiring left click and shift hazards adding too many buttons to press at the same time. One of the charms of vampire survivors is only using wasd/arrows to play.
Compared to vampire survivors, I think making it based on discrete levels instead of continuous is also an interesting and positive direction.
Nice concept and execution overall, but the manual parts during battles are tedious and not interesting. I'd rather select a loadout before the battle, not choose upgrade paths for the towers during the battle. Having to aim during level 4 is a dealbreaker for me. Especially since you have 4 towers and can only aim one at a time.
The better way to design Level 4 to incentivize aiming, is to let the towers auto-aim the adds, and if you want you can choose to manually aim the boss. You naturally gain a benefit from micro-ing your single-target tower on the boss, and maybe the single-target tower can have good anti-boss abilities.
- Fleets make it to Thilia and then glitch out and cannot be sent to Tuheron or even Crivo
- Assigning ships to fleets is somewhat tedious. Assign-all or selecting a default fleet would be nice. Currently there is not really a use for multiple fleets.
I appreciate the simplicity and the quick pacing of the game. The music and art style are relaxing and the interface is generally intuitive and easy to understand.
Cute intuitive game. Although the matching bonus is easy to guess, the extra card at 10 is harder to guess. Sometimes a complaint is that you might add 3 or 4 to 8 and expect to be left with 9 points (8+3-2) or get 2 extra cards (8+4-2-2), but I don't think it worked out that way. Despite this, trying to get extra cards is often worthwhile, since they are worth 2+, so you sometimes even forgo a matching bonus (+1). I managed 106
This was a cool idea and fun to play. If the dimension switching mechanic was easier to use (like being able to phase multiple selected units at once) then it might be more interesting. One approach would be to make the money in each dimension independent, so the best way to get started in a dimension is to bring the army from another dimension until you can get towers set up.
I think the game would be more fun if each swipe had a positive effect after the tower goes unstable. Because otherwise it just feels like a tedious task. For example, if the tower went unstable after a # of kills and the swipe made it so the next instability would happen at #+1 kills, that would be a great upgrade, that would make swiping unstable towers feel more rewarding.
It would also be nice to be able to send multiple waves at once, or spend currency on something more expensive. I didn't leak until wave 60 with 30000 currency and decided to stop because 40 more waves was more grind than I wanted to put in.
I like the mechanics of the game. I think there's a lot of potential for speedruns. Somewhere, it should be described that you can right-click or esc to get out of a planet. Also, it sometimes glitches when you try to click on a planet, it picks up a person instead for some strange reason. My least favorite mechanic is having to pick up people manually, maybe when a planet reaches population cap the people get harvested automatically.
Despite these minor suggestions I made, I want to stress that I really like the core concept of balancing O2 and heat and I love the added twist of elliptical planetary orbits to make the heat balancing more difficult.