I dislike the hitbox, too many times you're hit with no pixels connecting, and having the head be part of the hitbox makes little to no sense. He's standing straight up, his hitbox should be his lower half of his body. The fact that layers are screwed in that the player is drawn under the HUD while his projectiles are drawn over the enemies' makes this game nearly unplayable.
honor system, I'm surprised that you rely on that; it's pretty cool that you throw it in there. Games that try to "punish the cheater" as often as possible are too common and don't let you do things like this. This is a pretty nice improvement on your previous series, and I know the idle genre is huge, so it makes sense why you would jump on it before it dies out. A self-puzzle solver is pretty nice, it makes me wonder if an idle that would solve multiple puzzles at one time. Sudoku, Rubik's cube, this one, kakuro, nonogrid, light up, bridges, etc.
This game is a huge improvement from the old one. Enchantment system is very welcome and makes grinding old dungeons very fun. Every sort of thing from statistics to balancing to graphics to controls/ui have improved very well. This s a nice improvement.
Slow, huge/terrible hitboxes, lack of any AI or movement other than your own, only way to brake is to his side barriers, cars can have a huge x velocity even though Y velocity is only ~0.1, not sure why you uploaded something that still requires a ton of work.
Ayy, thanks for the response, I'm glad to hear that you're working on improving the game. Being a dev/programmer, I know what it's like to get community responses ranging from bugs to implementations to suggestions of flat-out rewrites. Some more feedback I have, thinking it over, setting the escape menu to "P" that way I can access menu without having to exit fullscreen. Thinking of a working combat system, remove enemies being stunned by your normal attacks, add a charging system to your attacks (max charge = stun), and have enemies move more fluidly, being able to circle several players and throw in enemy attack animations with a very centered point (to make it so players have chance and time to dodge) added in with players being able to "dodge/shift" into directions using a key like shift. Enemies being able to block/dodge your attacks as well would be nice. This is just to make it less of a click fest. cheers
This game is a mess. A ton of bugs, combat is nonsensical as well. To play, just run up to "zombies," hold your mouse button down and hope that they don't attack you while you're attacking them. Half the time your attacks don't register or they pushed into a wall and they teleport around destroying you. Chests break really easily to the point where they don't open anymore or they're left open forever; they don't even take your gold. Lots of sounds continue to play even though they shouldn't (ei: the dying heartbeat). Teamwork is a nuisance since everyone is the same class and the only tactic is to circle your monsters and stun them into each other. It's pretty lame how you only have one starting class and have to grind furiously to have any form of variety in your gameplay. Not being able to drop your flag in CTF is a pain.
this is a meh game; it's just another one of those puzzle games where with many edges/nodes - a graph/map structure. Though it's interesting how you can create loops to reiterate information through multiple nodes, the star system disapproves of more efficient algorisms for no reason other than, "it's a requirement." It's an OK puzzle game, has absolutely nothing to do with actual networking and transmissions of data though, but I'll stick to better puzzle games by Krispykrem
maps are terrible; needs some armor items or something to make it worthwhile actually moving around in the map instead of just camping in corners. They place all the items right next to each other and leave huge areas vacant of anything.
Would be nice to be given a number about the damage dealt for each projectile. Also you can be set into an infinite loop of both you and the enemy at the top/bottom of the screen bouncing the ball back and forth forever, collecting points. I would recommend making it so the center pixel of the paddle gives a random (-1, 1) y velocity to the ball. Other than that, all I would suggest is having more bonuses spawn as you progress to further stages. Other than that, it's a pretty fun game!
Very unforgiving, fast-paced, hard to concentrate on yet concentration is necessary, rhythm game. It's great, the kind of punishment given for fcking up once is the stuff I love seeing in flash/unity games.
Fixed some bugs with breeding && game crashing seemingly randomly. The negative stat thing should hopefully not be a problem anymore (people who had a negative stat now have a value of 2,000,000,000 for the stat)
Next saturday, October 11th, EST 12 AM to 12 PM sunday is "Pre-Mock" event weekend! During the weekend there will be a double experience gain for all botomon, including experience shards. All members who participate will receive one free crown - bronze, silver or gold - as an exclusive item! There will also be a blue cheese that will summon a pet, which I plan on having as a running theme for all future events. For more details, goto http://infinine.weebly.com/ (under Forums tab) to help determine the effect of the blue cheese!
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