I like the base of the clicking mechanic! I think it could benefit from knowing when an enemy turns inactive, and if the boss had more elements or were vulnerable throughout the fights.
A simple game prototype for a later project · By
Hey, nice to hear from you again!
I've been working on the game and pushed a few updaes today. I'll share the new build file soon, but here's what's new: I tweaked the high score system a bit, added a pause menu, and threw in some sound effects to enhance the overall vibe.
About the small monster indicator you mentioned—you’re right, it could be helpful. But I kind of want to keep that tension, where the player has to be more cautious and reactive, almost like a mini reflex test.
this is just a prototype to test out some mechanics for a bigger game I’m working on. It's all abou that grind and rewarding players who go the extra mile, even when the final goal is intentionally a bit vague.
Let me know what you think!
Hey :)
The sound effects really help! Personally not sure how the high score system would be different after a short play test.
That does make sense, tho if I click fast I will pretty much always be punished with damage and I can't stay in the flow. If the intent is to make the player click slower, then the health bar would need to drop faster for me to stay engaged. If the difficulty does ramp up a lot more later on, I haven't gotten that far (lvl 5 was my maximum) and by then I would have lost interest in the game with the current amount and variety of mechanics and content.
But for a prototype this makes sense. Will the bigger game have an indication of a bigger pay off or a carrot on a stick mechanic? Let me know when you have more to show :D