Great start, definitely impressed. So we need a quick cast for sure, and it would be great if we had an auto-scroll to any completed achievements, avoid having to scroll through.
Really cool start man, good concept I haven't seen before, which is nice in an idle. Need some scale balancing for Science/Science purchases as they increase to rapidly to be of use, it's more worth waiting. There's potential to expand this game too, maybe more specific upgrades to each breeder, insect attacks that take some from your storage, diseases affecting batches. Basically, I'm a big fan of this concept and it's execution, I would really like to see more :)
Yeah, so the art style is awesome. Like 10/10 on that front, your artist is amazing. But not only did you take "elements" from Clicker Heroes, you ported the whole damn game. So I took a look at the PVP, and it's a solid idea, but in a game where time+money>Skill PVP is entirely pointless. (Don't we get annoyed at AAA titles for pay-to-win?). Take your art and go back and focus on your idle elements. Give us something new, play with the horror elements (An insanity meter, perhaps?) and buy your artist a drink. As it stands, you've recreated someone elses game with an irrelevant add-on, but I have faith you could make something awesome with enough time.
Is that exclamation point on the shop stuck there all halloween?! My OCD can't take this...... It needs the game, but I can't get rid of that little bouncing idiot.......AAAAAAAHHHHH!!!!
So we've got a middle-ground mobile game based in micro-transactions with literally identical mechanics as candy crush (Which came out 5 years ago btw!), with no additional ideas except ok artwork and Jelly Land..... I am so unimpressed with this game. Put it on the play store, get it off Kong
So dude, your music sent me right back to the newgrounds days (Rock on Goukisan!) But it really doesn't fit this game. Overall you've got some interesting ideas, this just needs fleshing out. I'd love to see a finished version man :)
Solid game, glad to see something this polished as a first version on here. I echo the same things a few people have said in general, but I think that rather than being explicitly told when we'll get our next demon just consider a shallower increment on them as the gap between 1,2 and 3 is pretty significant on a first play. Also while micromanagement is an option look at some other games that use temporary boosts or bonus boosts (Or potentially even a daily bonus) method too to avoid it becoming another clicker. Overall 3.5/5 for now with a definite possibility of being a great game as you expand on it. Keep it up!
I hope the standard "Designer/Salesman" problem doesn't happen with the game devs here. Where as designers they look at the updates they've made and keep going "But we can also do this, and this, and a million other things" without ever releasing the update. Sometimes you just need a salesman to go "Stop there, this is good enough, release the update and add the rest afterwards." Because there's a big danger of people losing interest soon and it would be such a shame for such an incredible game. Come on Devs, just give us SOMETHING new to tide us over.
It's 4:55AM, I am due to travel out of the country in 4 hours for almost a week and I have found myself checking this game for some last minute buying.... What have you done to me Hyper Hippo Games?
This is just re-skinned frantic frigates. The upgrades are the same, the attack types are the same. I'm struggling to find anything original. It's fine to begin with the same concept, but this is really just a re-skin. Take it back to the drawing board and extend it! It could be good, it just needs more added to it. 2/5: It's functional, but it's unoriginal.
This game is completely unforgiving with the difficulty levels right from the outset, and Kred to continue games lose me very quickly. Beautifully designed, but of no interest to me in it's current format. It's a shame, it's a seriously great looking game.
We are planning to add pvp tournaments with crystal rewards :)