Nice prototype. Looking forward to seeing more from you. 1 thing I really dislike is fish hiding inside barriers/walls. I do like the collection/bonus concept.
Thanks for the feedback! The collection aspect used for core progression was one of the main things I wanted to test out with this prototype. I hope to find ways to make the fish-barrier interaction less frustrating. A quick fix someone mentioned would be to have buoys instead so that it at least visually looked consistent.
I got stuck because I never found a key and the only way down is via a locked gate. Just so I know to be better with keys in the future, is this supposed to happen?
This game is pretty rough. The objectives to the defend missions are overly restrictive. Equipment can't be shared between characters even though they use the same exact stuff. Blast radius for the grenade would be nice. Lots of potential here, would like to see a second one with improvements made.
This is a really cool game. I like the style, the art work, and the combat system. My only complaint, and this goes for all games that involve timing, the difference between a good hit and a shit hit seems to be very little and even the slightest hiccup throws it off.
For breaking the moon, I pulled it off with a maxed jet, level 5 nuke plant, 2 max rpgs, 1 level 4 shuttle reactor, 2 maxed aux rockets, and 2 level 4 F1 nozzles.
Lots of potential. Love cats and upgrade games with collectibles. However, and this has been stated before, a way to see bonuses without trying everything on would be nice. As would an identifier as to what is new and something showing we already have all items from a character.
Thanks for the feedback! The collection aspect used for core progression was one of the main things I wanted to test out with this prototype. I hope to find ways to make the fish-barrier interaction less frustrating. A quick fix someone mentioned would be to have buoys instead so that it at least visually looked consistent.