It's kinda hard to tell how much damage per gold the rats give as they get stronger? At the start of the game I could've sworn it was 1 damage per gold so that it was useful to buy around 40 skeletons. At level 80 it's about 2 damage per gold and it's only useful to buy ~16 skeletons? The connection between damage and gold should be clearer.
Also, that enemy and tear pool near the purple collectable; was it intentional that a tear attack can cause the enemy to roll into the pool and block it from use? If so awesome troll, and if not make that pool two squares wide.
Nice platforming. Good visual language in having each of the secret areas being visible with yellow lights, but not having the entrance right next to the most visible part. Bad visual language in that slight curve at the tops of the platforms; it was hard to judge when to make my jumps, maybe a steeper dropoff would ease things a bit. It's just short enough that I didn't mind the lack of checkpoints, but a longer game should have at least one.
There's a tool at colororacle.org that shows you how your screen looks to people with different forms of colorblindness; you might want to adjust the brightness and hue of the markers a bit until they're all distinguishable. If nothing else, have it so that when the player clicks on a marker, all the markers of that color expand.
Pretty good implementation of those color-link puzzles. It's cool having 4 of the same color so that the choice of pairs becomes part of the puzzle. The only big issue is that some of the color choices were hard to distinguish. The three red/red-orange/yellow-orange markers were tough.
Very good start. Interesting dynamic in that when there are only a few enemies, it's easy to dodge even without the shield, but then one randomly appears near you and you have to use the shield to rush to an empty space. I'm fond of the 'all dodging, no shooting' approach, but maybe have an item that can be used to make your shield temporarily reflective or something idk.
I thought about background music! There were a few reasons why I opted out of it. It would have to be procedurally generated since there are 36 levels with different BPMs. I also liked keeping consistent tempo as a part of the challenge, and somewhat hiding the fact that it's a "rhythm game". I originally didn't even have the "tick" noise which clues you into the BPM, but it was a little too frustrating that way.
Thanks for the suggestion though! Level 29 is in 7/8 time, if you get that far. Also, the "hex grid" idea is really interesting, it would be especially challenging having levels where you'd have to turn twice in a row... kind of like triplets!! Wow!
Pretty nice game, I like how the frog had different speeds on different stages indicated by the entrance speed. It may have been helpful to foreground that more, though, by using slightly different sound effects for the different speeds (or just different species of frogs or smth idk).
Thanks, that's a good suggestion. I like the idea of having slow frogs or fast frogs, maybe the sprite could be redder for slower frogs, and greener for faster frogs! Kind of like Yoshi's Island where each level would use a different frog.
1) It would be nice to have a 'damage mode toggle' where the default is to just knock out 1 block like now, and the other is to knock out at least 50% of the tower for boosted cash.
2) Takes slightly too long to 'unlock' idle mode.
Other than that, this is a interesting variation on the idle game.
Another thing; when I got to the top of the moving platforms, through a series of slow deliberate jumps, I was rather annoyed and restless. Because of that, rather than scouting out my next move, I just ran to the left and jumped as far as I could. As I was flying out into the air, I saw the platform I was supposed to have landed on, and immediately held right to slow myself down. Of course that did nothing, so I kept sailing past it and ended up landing directly on the goal platform instead. That's interesting: after a series of planned jumps, the game rewards taking a leap of faith instead. However, if you don't want luck and risktaking to be a big part of the game, you'll need a camera that anticipates the player's actions. Maybe watch this video on how Mario's camera works : http://www.youtube.com/watch?v=TCIMPYM0AQg
There's a weird conflict of different physics here, which could be very interesting. On the character side, the Protagonist is slow to accelerate and decelerate, and has no air control (similar to early Castlevanias). This usually implies a very deliberate playstyle where every jump is planned well in advance. However, the platforms disrupt this: when a platform moves down, you are in midair and thus cannot move. If you hit the side of a platform you lose all your built-up momentum. By removing your control, the platforms become a frustrating antagonist. Most platformers try to avoid that frustration by giving you much more control over your momentum (and by retaining vertical momentum when hitting walls). However, you could alto try to play into "environment as an enemy" by having your character be stranded in a hostile land, or perhaps using an older or disabled protagonist rather than the traditional young strong character.
good idea!