Interesting Slay the Spire take. However, the small deck and minimal customizations are a little bit of a turnoff (You can only have one type on a card at a time, so you can't have a bleed (Cut) with an ATK Boost) are a little offputting for something inspired by StS. I like it, but in its current state, can't say I LOVE it...
Good game, but the white paint orbs are hard to see on such a bright background which forces resets as color orbs run out and there are still keys to gather of a certain blend. Fix that and you got a 5-star game! :)
I like it. Can't wait to see how you develop this further! I would recommend adding a suspend feature for this where you can continue a run in progress if you say make it to the castle of a suit.
Mistagged out the rear end of that cat, doesn't even belong in the majority of listed tags, was probably done to expand reach at the expense of clickbait-y tags. Doesn't really deserve the rating it has because of the deception.
TFW you're using a Chrome based browser, and Unity does not work on it anymore... Really? Might want to pick a different platform if your game will no longer work on the major browsers out there.
Weaponry progression is too slow, made it to the second island, the one not found in the whirlpool, accidentally drilled to the desert, set off a chain of enemies that has essentially rendered the file I'm using unplayable... Might want to work on that, especially if you're making the push to Steam. Other than that, I do like the game, and cant wait to see how it develops.
I really want to give it five stars, but I honestly can't. If there wasn't a video walkthrough, I probably would've chucked my mouse across the room multiple times during the game. Like for example, I wouldn't have known the slingshot was the Y-shaped lever needed to get into Calvin's house... A good game, but with as many frustrations as I had even early game, I can only give it a 4/5.
Kinda meh. Currencies aren't really explained well/too small on the UI to really know what I can afford, especially since the "progress to next upgrade" is hard to see. Other than that, your standard idle clicker game. Nothing too awful special. 3/5
4/5 for the eye pwnage, especially during the end cutscene... Did you have to use CMY at the end there? Cyan, Magenta, and Yellow are just as eye pwning as this
Keep comments Pastaria prevalent. Take all other game complaints to the dev in a shout/message. Sound like a plan?
That aside, Jojo seems to hate me in this one, low scores on both instances, even though it was near perfection.
Not bad, can't wait to see how it progresses. As it stands, it just seems like your average idler... I do love the enemy designs (that I've seen so far.) And the placebo switch for musics was a plus, but as it stands now, it's average at best... Keep up the good work, and I look forward to amending my 3/5 to a 5/5! :)
And one other slight gripe is the rotational momentum the 'panion gains when simply picking it up... Makes putting a flat edge (for example) on the top of a stack more difficult because now you're working with its rounded edge.
One, please don't downvote a comment just because it doesn't shower the dev in praise and adulation, feedback is just as important to a dev as saying "Ooh! Great game!" Now that my PSA/rantish bit is over here's my critique:
I do like the concept of using Kongpanions past and present in order to build stacks, but if that's the only thing that can be done, I do tend to lose interest quickly... Maybe a future update (If WhaleBunny decides to continue on with this) could have upgradable backgrounds? Or something other than the whole "Buy 'panion, stack 'panions, hope 'panions stay stacked, put on a show for more money/chaos." Not bad other than that. Grats on getting top honors in the jam!
it was for a study project to practice elegant game design