The way coin requirements for RP scales up over rebirths pretty much kills the game. I'm spending points, but some of my rebirths I feel like I'm getting weaker. My last rebirth I gained .7 RP, and my coin cost for RP increased from 153 to 310. If you rebirth often and/or guess wrong on where to spend points, looks like you end up horrifically crippled by it.
Displaying numbers that way allows for greater precision without involving decimal points. If people are interested we can totally add a number formatting option which displays numbers with 3 numbers and a decimal point (as needed) along with standard notation. e.g. 1234K = 1.23M
This game makes very poor use of the screen. the layout and whitespace compell lots of scrolling and generally hunting around when there's no need for it. The information could be displayed far more compactly without hindering aesthetics.
Would you not abbreviate numbers quite so ambitiously? For example "1010" is 4 characters and shows us an exact number. "1.01k" is five characters and hides the exact number. This is not an improvement. You're so fixated on conserving screen space that you're actually using up MORE screen space simply for the same of obscuring information.
Might be worth retuning all monsters with a view towards strategy and choice. As is, there are very few choices that make sense and a lot of stuff that can be safely skipped as irrelavant. Does anyone train goblins? Why do they even exist? Spiders? Slow sounds nice, but I can't even tell the difference when I have it. Hard turtle and ogre have some nice abilties, but the speed costs are so high and it's faster/easier to simply skip them and then skip the couple hundred extra slimes or wahtever that only exist to undo the damage that the -10 slow monster do. Zombies/hedgehogs/necromancers, I skip them, they're not meaningfully helpful. Meanwhile, every run I ALWAYS train snakes and theives. They're absolutely core, essentiall "get them as soon as you can" monsters. Floating eye, vampire, iron golem are SO useful and fast, there's never any reason to not spend the 30 seconds to grab them. The whole lineup might benefit from a rebalance towards strategy and meaningful choice.
This utterly fails to be fun. That fish swim through walls is simply frustrating. Multiple fisherman on your boat tend to pick different fish meaning you fail to catch either. Line length is fied and comes from the center of your boat meaning
Thanks for the feedback! A few people have mentioned the out of bounds thing so I'll revisit that, though I did want the player to have to dodge some obstacles so that it isn't a straightforward chase. I'll look into how I can get the core fishermen gameplay to not be frustrating, it's always good to hear other opinions since I've been knee-deep in it for a while.
The scrollbars need to go. I can't see what effect monsters will have when I kill them until I'm already in combat. The scrollbar on the mouseover isn't even accessible because as soon as I move my mouse to it, the whole mouseover disappears.
Balance is way off. After a relatively interesting start and thena tiny speedbump of difficulty, the game quickly degenerates into hours and hours of afking through levels and buying upgrades that don't matter because the game becomes mind-numbingly easy.
Weirdly balanced. Later monsters are easier than early monsters. Many stats are simply not very useful. Can kill the eye having never even fought half the monsters. Unclear how prestige and resetting works. Sometimes resetting restores some monster I've killed, and sometimes it doesn't. Somtimes it reduces monster killed counts, but not all the way to zero. Last tiem I reset, it took 20 minutues off my time. I think there are some bugs here, but it's so unclear what it's even supposed to do that it's hard to say.
Request: would you reorganize the display to make more efficient use of space? You have VAST amounts of unused screen whitespace, and it seems to exist solely for the purpose of taking up room so that useful information gets pushed off the edge of teh screen so we have to scroll around.
If you beat the boss, you don't get any gold for the win and it resets you to before your previous purchases when you continue. This means that after you win, you have to deliberately lose in order to finish up and buy all the upgrades.
The game is deterministic. You can consistently and quickly beat levels over and over by simply by launching from the right place and in the right direction.
Huge design flaw in the this. Apparently you can skip most of the game simply by auto-fighting and going straight to the bosses. Most of the rest of the game doesn't contribute to this, and if you then retroactively go back and collect and craft all the stuff you missed, it doesn't really do anything except get you more inventory stuff that also doesn't do anything.
I didn't want the different areas to be too hard to unlock or have too many barriers before they could be used, so there were just some light requirements to unlock them. In future games I will explore the idea of new areas having steeper requirements.
Im already working on remaking this system. Thank you for report!