"Click once" would be fine, especially given that you have to hit a (admittedly slow) moving target. Clicking repeatedly is for people who are willing to sacrifice their knuckle-cartilage for a few extra bennies. One click on the item should give one or more items, depending on the thing. Either that, or one beast could attack it automatically, like it does in combat, so the "click repeatedly" is an option for folks who want still more.
If you're going to have a cash penalty for failing a battle, you also need a gladiator pit, or ongoing bounty quest in an 'unclearable' location or something--otherwise, a player can get blocked because they lack resources and the ability to advance. Otherwise, was enjoying it.
5/5. Idea for a sequel: Special Gear, fit into slots. Bigger boats have more slots. Some ideas: Refrigeration Unit--keeps fish fresh, adds X% to sale value. Echo Beacon: Fish have increased chance of moving towards the boat, and one in the 'drop zone' will stay still a bit longer. Ship Trim: Adds X% to boat speed. Embarrassing Photos: Get X% discount on purchases. Science Texts: Increase percentage of higher-paying fish in each area (so if you've got Trout for 125 and Swordfish for 150, this increases the number of Swordfish and cuts down on the Trout when it repopulates). Tome of the Ancients: This would be necessary to actually have a shot at the Kraken.
As others noted, explanations of upgrades would be great (some of the time, it seemed to increase fire rate, other times just damage). Outside of that, great game. (I will note that it's most easily won by upgrading weapons only. Max or near-max weapons on each ship should get you through to the next ship/boss fight. If you've got extra cash towards the end, then go ahead and put a little into healing or hit points.
Nice and sweet game. Expansion is the next step--and yes, letting us use the keyboard to type in numbers (possibly using arrow keys to move a highlight square) as an alternative to constant clicking, would be very welcome. These would also make excellent puzzle-keys in a larger game, like a platformer/RPG where you have to beat locks.
You got a 5/5--it would've been a 4.6, though, if that were an option. Things needed:
1: Speed up option
2: Some point to getting Achievements. Given that I completed the Hard levels with lots of skills left to buy up, this isn't gonna impact gameplay much. Make each Achievement a thousand gold, or something.
3: Survivor mode--once the last gate is beaten on hard, a mode where I can just play against an endless horde (it could even be a location on the map behind the Winter Gate). You get cash based on how many creatures you kill before being overwhelmed.
4: A "Hold Your Ground" command to tell the front-runner to stop and let everyone else catch up to him--this would make building formations a lot easier.
5: A means to check on stats in-game, so (for instance) you can see how close you are to the This is SPARTA achievement. It's fairly easy to lose count of the waves of mooks you have to send out to die horribly to get that one.
5/5 from me, same as usual. One suggestion: Since night-missions are just day-missions, but harder, you should automatically get 'credit' (ie, star-ranking) for the day mission equal to your highest night mission. (Often, I'd settle for one star on the day, and move forward through the game; when I go back beefed up (after finishing another half-dozen levels), I still have to play it twice--once on day, and once on night--to clear all the stars.
5/5. One possible modification--give each support character (not the leader, obviously) a "support power" that only operates while they are not active. Options: Arbalester does a low-damage 'hail of arrows' every so often (freq/damage increases); Dark Cleric summons a ghost that attacks enemies every so often (damage/duration increases); Air Wizard tosses down a wind wall every so often that repels damage (duration/'life" increases); Engineer does a sniper shot on the target highest up on the screen (freq/damage increases).
This got a 5/5 out of the gate. If I were going to tweak anything, it would be to allow levels to continue advancing, with additional skill points being allotted to the categories (range, damage and fire rate) without further special effects. This would allow a slow but steady motivation to 'keep working' when having difficulty towards game end (it also would mean that those "free points" acquired by liking/following wouldn't be left over as spare change at the end.)
Excellent game! 5/5. Thoughts on a sequel: Different baseline plants--perhaps a snapdragon that has extra damage, or a thorny briar that has increased defense, or even a fruit-bearing tree that has no attack, but increases gold/mana production, with the increase going up as the plant gets larger. Symbiosis would work strongest between plants of the same type, but at a reduced rate with other plants (or maybe vice-versa; you get rewarded for using a variety of plants that way). The Symbiosis feature is quite unique in this game, and building to it would be good. (Another skill-tree might allow for improved/multiple symbiosis lines.)
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