Seems like some of the resource quantities are bugged. Some building upgrades bring resources like fish, copper, and tin (even when the upgrade doesn't use tin) to zero regardless of how much I had. I can buy buildings that cost more resources than the game says I have, but in the market screen I can only sell the quantity of resources the game says I have. Also it seems like lower-tier resources like copper get much scarcer after unlocking new ones despite still being needed for most buildings in large quantities. Whether or not this is a bug, it seems like it can delay progress by quite a bit if you buy too early, a solution might be allowing each resource collection to give players a bit of everything they unlocked.
The game has some potential, but there are too many problems for me to enjoy this game. Bugs are common and the game has sloppy response to controls. Keys stick frequently. Features that should be free are paywalled at high prices ($10 to unlock fast travel? Really?) with no free options for inventory expansion or re-specs.
If you've ever played Kingdom Rush and thought, "I like this game, but I wish they would constantly beg me to pay real money to perform basic tasks. I also wish they would decide to arbitrarily limit how much I am allowed to play the game," then good news! This is the game for you. Because other than the crafting system, this is just a re-skin of Kingdom Rush that begs you for money. Shinezone, shame on you.
Please make the game remember that I had it muted. Also, unit imbalance plagues the game. Single-unit stat boosts are useless and lead to many units never being used by anyone (for example, Zomphire), these should either be removed entirely or made to be useful. Main/Starter cards should be more equal than they are, as it is there are 2-3 good choices and the rest are at a permanent disadvantage. While I understand that developers need to make some money for their time, cash-grab "features" are too prevalent. In general, I enjoyed your first few games quite a bit but I am very disappointed in this installment.
I think this has potential to become a good game that is fun to play, but I think it's been released far too early. Right now, this is a good framework on which to build a game, but it's not really even a game yet.
Quite a few (most?) essential features are missing (especially healing) and there is only a tiny sample of things to see and do, most of which either don't work or are heavily glitched. The pidgeys do not use any attacks or grant any exp. Pokeballs and potions don't work. Saving doesn't work.
I would be very interested in playing this game when it is finished, or even farther along, because I think it has a lot of promise. But right now, this is a game in the same way that a collection of flour, eggs, milk, and sugar is a cake.
It's good that you are willing to listen to feedback, but the checking/unchecking of autopath is not the problem. The problem is that there is no place for skill or strategy, no challenge, just your character running around while the player passively watches and occasionally clicks. Trying to fix this problem by un-checking the autopath button is like trying to fix a crumbling dam by repainting it: It can technically by called an improvement, but does not even begin to address the fundamental problem. People like to play their games, not watch them play themselves.
Chonte- I had the same problem as you, finished the game and all songs, but badge did not trigger. If it does not trigger, go to the main menu, click 'start,' and load any of your finished songs and that should trigger it for you.
trollarc, unless the player has something against you personally, he probably plunders you because you give him a lot of gold. Moving your city can help, but long-term you are going to have to get in the habit of having less gold on hand. Spend it on astrals, upgrade your equipment, or donate it to your guild as soon as you can, and try to spend all of it before you log out. If he gets only a few hundred gold from you, he will stop.
One suggestion I would have is to have a little more variety in the sounds enemies make, and decrease how often it triggers for bosses. It gets annoying fast to hear the same sound over and over again easily noticed on that first boss (oo HA ha, oo HA ha, oo HA ha, nonstop). One other suggestion is to have following heroes either move to try to avoid hits or use shared HP and have only the leader take hits, as it is the hitbox is very large. Other than that, it's a fun game.
I agree with Creature that area unlocking fees seem to be far too high. Everyone understand that devs need to eat, but intentionally creating a grind wall, especially so early in the game, can cripple an otherwise enjoyable game. It creates a choice, very early on, for your players: grind, pay, or leave. The problem with a situation where players essentially pay to skip gameplay is that they can also skip gameplay (for free) by leaving. If you want some way to entice players to spend kreds, why not remove the unlock costs and offer a few perks instead? For example, permanent +x% buffs to item and karma drops, 1-2 free full revives per map, +x% to stats, things like that. If reasonably balanced and priced, it won't break the game or stall progress for free players, but will tempt those who would be willing to contribute. The art style is beautiful and the gameplay is entertaining, but the grinding factor makes me enjoy this less than I want to.
How about, for the world boss, instead of adding more HP to balance it, you create separate instances of the boss? So your 'room' would have maybe 100 people in it, and many more people have a chance at getting 1% on the boss. 1% would also be fair share, so it would make sense as a loot tier. As it is now, an overwhelming majority of players get pocket change for a reward, only ~5 people get over 1%.
I like the interactivity, but like others have said there is little depth to the game. Also, since gestures are needed, having a way to see the needed gesture for a skill you already bought is essential. Also, even for a game as short as this, it's important to be able to save your progress. Overall, I would say it's a good start, but it needs much more work to become a good game.
I liked the overall concept, but it makes little sense to penalize players for arriving at a different valid solution (vertical vs. horizontal, or light>dark vs. dark>light, for example). You can resolve this by either placing a layout, as others have suggested, or by passing/failing a level based on whether or not every tile has the correct tiles adjacent to it, regardless of position in the grid. As it is now, the illusion of choice followed by arbitrary penalizing of 'mistakes' makes this a bit too annoying to truly enjoy.
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