The moment I saw that money automatically collected to your ship, this game earned a 5/5. One of the simplest concepts in the world, but so many games make such a silly design mistake. Going on to actually play the game, I saw that I was not mistaken in my rating. This is a truly great bullet hell that has all of the little points of polish firmly in place. Good job, developer, and please continue to make great games like this.
To anyone else like me trying to get the Pixel Pack badge: If you're completing the challenge mode on the right difficulty but not getting the achievement, refresh your page. Finally got the stupid badge. :D
Inexplicably, I am suddenly barred from buying chocolate syrup refills, making over half my customers demand ice cream I am physically incapable of creating. Might be a bug with buying something while jumping levels not re-enabling the ability to purchase the item again, if I had to guess.
Also, what others said about the order of customers coming into play. Make a queue.
Also, the game should be paused while checking out your menu, IMO. That way, you can learn what items are needed for new ice creams without losing customers.
I'm not even certain it's possible to get someone an ice cream cone at the end of the line with all five "waiting" balls still filled.
Last, but not least, say I have two cones left, and I go to buy a pack of them. Why can I not use the two cones I still have? Why lock me out of the two cones i have on hand, as if I cannot even touch them while waiting for my delivery to arrive? Game has a lot of potential and it's fun, but needs some polishing.
I'm really enjoying this, but one small comment on the game play: for us with red/green colorblind issues, sometimes the directional arrows can be difficult to see. The arrows to get out of the diaries at the beginning come to mind. Making them a little more opaque would help out a lot.
I'm stuck on level three and feeling very silly because of it, but I'm going for the wrong solution over and over again just because it sounds really cool. :D
Respeccing can be annoying when you have to click ten times for this one, then ten times for that one, and the slight delay between updating points can add up if you're experimenting with a lot of respeccing. Maybe some one-click solution to fill a talent to full or with remaining points? Negative effect timers aren't refreshed whenever a new icebolt slow/thorn slow/etc hits the target, and I think a fairly nice gameplay upgrade would be to have said timer refresh on a new hit. I hope these ideas help, and thanks for a really fun game!
This game, to me, is within inches if being a tried and true 5 star game. The concept is really fun to me, especially being able to customize each 'tower' to try different strategies and setups. That being said, there are some really small, annoying details that alone don't mean much, but together really start adding up. First, leveling your healer is really tough. Thorns, even fully strengthened, doesn't seem to really put a dent in an experience bar, and speccing him as a healer means that he's not going to get nearly the amount of experience as the other heroes. The druid is the one that needs the experience-per-hit buff talent, not the necro, or he needs to get a lot more experience per heal. Not being able to heal himself, too, is a big damper, as the apprentice druid can heal for nothing.
theblade180: Lol, I thought the same thing til I realized that those two bars aren't a pause button, but your life bars. Get hit by something and see. :D
Count another one where the ping is trying to make me go through doors that I can't break because I don't have the upgraded spikes. Can someone please give directions on where to find the upgraded spikes? I've ran every room I could find at least twice trying to find where I passed them up.
I wish I could have gotten to the ending, but the game play was simply too frustrating to continue on. The level with the "Paradise > >" sign, although I bet it was the last, wasn't as much challenging as it was an exercise in pure frustration. Just wish I coulda seen this ending everyone's talking about. :(
Games like this have great potential, but I think there's some work that can be done for this one. Give some ability to have your atom shoot off in a direction with a given speed, so that it's not just a race to see how long it takes to get sucked down. Have set courses instead of randomly generated positions, making sure it's possible to win any given stage. Give this some polish and I think you will have an entertaining physics game.
Could someone shoot me orange, please? This was a great concept for a game. I wonder if all CSC courses should start off with five minutes of playing this, just to wet your beak.
I'll fix that in the next game, thanks for bringing it to my attention ^_^