I agree with basically everything here. I found the 12-18 dungeon an extremely frustrating experience due to the difficulty spike. I imagine the full game will be much longer with a more gradual difficulty curve, but it should not be demanding such an extreme level of mastery from the get-go. Frankly, I think the first real boss (the haunter-looking guy) isn't reasonable for a first-time solo player to deal with, since he has multiple very fast, extremely wide-reaching attacks that hit multiple times and can potentially one-shot a player who hasn't invested significantly into vitality- which I don't think most players will, since not much in the game up until this point will hurt them that much. The first boss should be a check to see if the player understands the basics of the game, not a check to see if the player went and bought a dozen health potions to facetank the boss.
Tiger-Brows
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One more thought- I know you said not to look at the code, but I'd suggest using an array rather than a string of else-ifs for the descriptions. It's not super important, but once you have a lot of descriptions, it could cause performance issues if the game is checking through dozens of else-ifs every single time it's updating the bust size. Having an array of integers attached to strings and then loading the string attached to the largest integer below the target (so, your bust size) would be ideal- however, you're working in javascript and I'm not sure how it works there. <:3
Either way, good luck with the coding! I know it can be a real pain sometimes.
I'm very excited that someone is finally tackling a BE incremental game, I just have a bug to report and some minor criticisms to make.
It's not entirely clear what the two different options under Science do. Obfuscation is fine, but the option to double the potency of the growth at the cost of resetting the interval doesn't seem to work properly? It's hard to tell without being given exact numbers for your growth rate/interval, but it seems like it resets the growth rate as well.
Will seems to be completely outmoded by money and clicking becomes pretty much pointless, because the moment you start idly gaining money to increase the science bonuses, your click power will inevitably start falling behind. Without some way to turn money into click power or passively gain will points, it becomes kind of pointless to click in an incremental game and that's a shame.
Lastly, it would be nice to have some way to spend more Will Points or Dollars at once on upgrades. I know this is counter to what I just said, but I don't want to be spending time clicking on upgrades! That's time I could be spending clicking the grow button!
Other than these minor criticisms, I'm very much looking forward to where this project goes.
I appreciate wanting to add platforming elements to this, but I have numerous problems with the additions. Sliding is extremely unreliable and frustrating to use- It's unclear what the game considers fast enough to be 'running', and there's an invisible cooldown keeping you from sliding after you get up from sliding, which can result in getting hit while mashing the S key to slide, or getting stuck between the ghost lady in the chase sequence and the ledge you have to slide under because you get let out of the grab animation only to not be able to move and immediately get grabbed again.
It's also buggy, because after getting the game-over where she catches you and restarting, when you load back in she's chasing you again even though you haven't picked up the item she's chasing you for.
I can see what you're going for, adding in platforming elements and enemies to fight instead of just making it a walking simulator with occasional expansion scenes, but the usage and placement of enemies is more annoying than anything and just kind of gets in the way of what everyone's actually here for- Especially with the janky controls and hitboxes, and ESPECIALLY when an enemy can just appear from nowhere and hit you. That's never satisfying.
The extraneous platforming elements show off what could be good (jumping from walls, for example) but the way this level is set up there's absolutely no reason for the player to engage with them. If they want to see the expansion scene when they get caught, they should just stand still; if they want to see what happens when they escape, they should just run to the right while mashing Z.
The text screen for failure also feels kind of... disappointing? The text progresses really slowly and takes up the whole screen due to the blocky font. If a player fails and just wants to try again, it's really annoying to have to sit through that whole thing just to retry.
Also, I'd argue that expansion should probably be a reward for playing well, not a 'reward' for failing the challenge the game's putting forward.
A lot of people probably won't care about these issues but I think it's possible to make a horny game and a good game at the same time!