Cool, thank you !
And to complete my return, I do not use the time flower (reducing time speed), it's not clear for me the use of it and the interest. Even if it is the name of the game :p And I don't use the "waiting" action (with [Space]). But it's cool to have it if needed. It's just a feedback of how I play.
You can also add feedback when we take a ressource ("+3 fibers" popup).
Maybe you can also tell the player what kind of enemy are on this map or on the next spawn, then we can prepare usefull traps, linked to enemy's weakness.
Trapez
Creator of
Recent community posts
Pretty cool game :D
No so easy to figure which plant is for which material. Hard to learn but it could be very enjoyable when you understand.
Cool idea to carry your stuff from map to map.
Can you allow arrow key movement for EU people please ?
Maybe tooltip (spyglass) can be on plant hover ? And on the description use a sprite to remind us what is gloom, radiance, etc... (instead of only the name).
Anyway, very very cool game ! Thanks to you !
What a cool game !
Sometimes sponge have 0% but still a type of resource (maybe liked to obelisk).
We don't know the cost for turrets. And we need (for the future) visual feedback to know how it's work (turret attacking, damage taken, base and sponge range of absorption and flow).
It's hard to tell where are our sponges. Maye some feedback on the mini-map.
Sometimes I just want to take a sponge but I build a turret, because it's the same trigger and structure can collapse.
I don't use the rotation of turrets (except for the first wave). Maybe it could be cool to build turrets anywhere ? And maybe move them like sponges ? If you want to go further in your move / drag and drop gameplay.
I hope there will be turrets upgrades and new kinds of monsters too (maybe some with long range shot and you have to move your turret to them).
Movement camera on the map is not so easy. Maybe if you allow arrow to move the camera a little it could be nice.
Anyway, good job, I enjoy it :)
Very good game ! The art style is awesome :D
It's hard so know where enemies gonna spawn (even with the triangle warning because the map and the rails are confusing). Maybe adding a HUD map could help.
It's seems like the camera is focus on the head of the train, not on the middle of it.
It could be interesting to display the middle of the speed bar.
Pretty cool !
It's hard to see upcoming alien from the top or bottom of the screen (because of shorter distance to the planet). The beginning is hard, and the shield's strategy is very powerful. The weapon is not so useful (in my game play) because not predictable.
But the pong bar and the go left / right is very fun.
About cards in hand, it's very strange because when I play a card that allow me to draw 4, I didn't go to 8 nor even 6 cards in hand.
By "reducing coin size" I mean : the yellow icon on the top right of each card. Because it kept our attention and it's not (in my opinion) so important.
Another thing, maybe you can add is an "play basic (cards)" button, because on most cases the order of theses cards doesn't matter so much.
And another cool stuff : adding attributes, skills, effects, on enemies (but for later in the development, icons on cards instead of text remains the 1st priority to have a fluid gameplay).
Tank you for listening to me :)
Pretty pretty nice game ! You did a very good job, it's very entertaining and it's a good idea to make a double use for a card.
However, there is some changes you should make :
- allow more than 5 cards in hand ;
- reduce "coin" size ;
- for the card how say "gain random coin" : precise than is random cards from your hand (and not deck) ;
- explain what is upgrade (I didn't figure it out) ;
- and maybe remove text on card (display it on hover), and on the top of the card will be the "on play" effect, and on the bottom the "on sell" effect displayed thanks to only icons and numbers.
Overall it's an amazing game :) Thank you so much !
Be aware that you can use the same die on multiple utilities, and you can damage GlaDOS cards more than once per turn.
In my opinion you can add more music feedback and a more kind of metal factory background sound, and the sentience track is not so clear (to know at what stage we are). The "Roll" and "End turn" button's and shield/life displays don't fit the theme too.
Hi pop, the atmosphere is pretty good !
Maybe you can have the gauge starting at 10 and going from 0 to 20 (instead of -10 to 10 which is less clear imo). Maybe you can allow the player to play cards (from they hand) by right-clicking on it (to gain time). There is a lot of luck (with my 3 games experience), what if players can only play X cards ? (X could be 3, or hand size minus 1)
Pretty nice game, thanks a lot !
Be aware on some cases it's hard to see on witch line the enemy is. Maybe make sure that the heart is on the center of the tile.
Sometimes enemies spawn on the same tile, two issues : sometimes we can't see their is two of them, and some damage are not applied to one of them.
"Maximum overtime" is (in my opinion) too powerful ! I use it anytime I can, and it combo so well this the "add time" bonuses you can have from card (daylight savings) and powerup. And the game is a little bit too simple in my opinion.
You can play cards during the prep-phase (with gray screen) if you played "Daylight savings" cards on the previous round, because you already have the time bonus.
Enemies always spawn in the last tile, so "Time to make Donuts" is very useful. Maybe you can had enemies spawning on the second line.
It could be hard to cast card because of the space this card take on hover. I have so trouble to cast spells sometimes.
The time/mana you have left (underneath the character) is not very visible. You can maybe also make the card turn grey if the player have no more time to play it.
I don't know if it is a good idea to have your time/mana going down with time, because it force the player to play as quickly as possible, without thinking a lot, so it's less strategic.
Anyway, very good game, thank you :)
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
abort(143) at jsStackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/6602591/Build/LDoA-Gzip.framework.js.gz:2:16...
stackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/6602591/Build/LDoA-Gzip.framework.js.gz:2:16...
abort@https[......etc....]
On firefox :
Unable to parse Build/WebGL Build.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.
I think adding a card in the row is too powerful, just like storing one. Maybe a "skip this line" button, 3 uses during the entire game, to skip the current line if nothing is interesting.
Or you can add more battle (like 3 and a boss with patterns), and on each win you can remove a type of card or remove/add an icon printed on a card.
Nice game :) A little bit too easy. It's cool to have another song starting at turn 20. The heal is very powerful when you have a lot of unit on the board. I didn't play with the guy who stole a card and with the tower cards. Be aware that on some cases our units can have the fire animation after pressing the "end turn"'s button. Maybe add a boss unit on turn 20 and on the last one. We don't know when the game end, so you should had it on the "turn"'s line, like : "Turn: 22/40" for example.
And I have an idea, but it need to make some changes, what if the units are always walking, but the 10 seconds count down is for the refresh of cards and mana ?
Anyway, I enjoy playing it, thanks :)
I didn't see these visibility options. And you can had this colored title on upgrade pick up too ;) What spell "duration" mean ? It is the time when the spell is active (like how long the ball is bouncing) or the effect applied to the enemies (like frost) ?
I still think the auto-cast is very important, but maybe it hard to implement.
The game is very very good :) Nice job and thank you !!
I have some issues on browser because Escape is the key to close the crafting table and to go to small size window. So I stop playing because it's very annoying. There is an other problem if I spam Space when I'm chopping a tree : the character freeze.
The idea of moving in opposite direction is cool, but because there is no feed back the game is boring.
Just add :
- different element on the ground : then we can see that we are moving ;
- flash on fire when hit by a droplet ;
- some sound effects ;
- upgrades every 50 points (like more fire rate but large droplet).
Pretty nice game with a lot of content !!
The major problem I have is switching from battleground to spell cards and targeting right with my mouse. So I play the chain guy and the circle with indestructible one, so I can cast spell without paying attention to my mouse position.
It's also hard to distinguish floor to mob and the position of our character, especially when I have to go back and forth with my eye balls. Maybe with a clear background (less orange) it could be easier.
It's not very clear how many the damage are increased when I pick up upgrades, and if it's related to my weapon. Maybe use different color text for attributes (like fire, magical, frost, etc...).
It could be interesting to have auto-cast for spell without target (like the sword turning around, the poison's arrow, the ice arrow, maybe the turret on player's position too), to erase problems I talk earlier.
The arena is a little bit small too.
Anyway, good job, thanks !