See, I love this game. I love this concept. I love the cute style. The problem is all the server disconnections. I'll be in the middle of a fight--or even worse, at the very end of a long-fought almost-victory--and I'll suddenly get disconnected from the server, and there will be no recovering. The game will no longer respond, and I'll have to refresh the page, causing me to lose all of my work in the battle, AND it counts as a loss in my battle record. Please fix this. I like this game. :(
hey thanks for the honest feedback - yeah the backend i originally built for this game was a real mess (kinda what happens when one has no idea what one is doing). over the last ~4 years i mostly figured on letting the game just die ... which it won't seem to do ... recently i got inspired to quit my cushy enterprise software job & get back into game dev. to that end i've just finished completely overhauling the DT backend. it should be much more stable (and performant!) now - and if it isn't, i have the proper telemetry in place to know why & fix it.
thanks for playing!
--Rob
What a wonderfully clever idea for a game. It was definitely easy, though, and I would greatly love to see a sequel that is more difficult, because this idea is solid. 5/5 from me.
Why is the writing in this so bad? The "humor" is so bland and uncreative, and it seems like the whole selling point of vasantj games is that they're supposed to be funny, but I can never get into them because the writing is so cliched and the humor so cold and dead.
The game is VERY good, and I enjoyed it enough to 100% complete it. That being said, I think the criticisms other people have commented are correct. I had two main issues: One, you can't move through your own units, so you get stuck out of the fight a lot of the time unless you use ranged weaponry; and two, in the larger battles, it's nearly impossible to tell what's going on because all the units clump together into one mess of a dog-pile.
I'm sorry to say that this game is not very good. Most of the puzzles are simple and child-like in nature, making the game far too easy in most instances. Another problem is that most of the items are just sort of..."things." Many of them, it's completely unclear what they are. Like what turned out to be a crossbow, for example. Also, the artwork is horrifying to look at...
"The symbol of Earth. It's the most stable element, appropriately depicted by a square." Okay, but triangles are the most stable shape, so get outta here. Also, not to be that guy, but the symbol for water is a pentagon, not a pentagram.
It's a cute game concept, but poorly executed. The game is far too repetitive. You only need one level to introduce a new concept to the game, not four or five.
I know you're getting a lot of flak for making this only a demo, Krutovigor, but I think this is actually a creative way to build hype for a game. A few people commenting did have a point, though, that you should include that it's a demo in the title of the game so it won't be misleading. When I came to this, I expected a full game. But I understand how hard it is to make a living for yourself. I really like your Submachine-style games, so I might get it on Steam, if I ever get around to downloading Steam again.
hey thanks for the honest feedback - yeah the backend i originally built for this game was a real mess (kinda what happens when one has no idea what one is doing). over the last ~4 years i mostly figured on letting the game just die ... which it won't seem to do ... recently i got inspired to quit my cushy enterprise software job & get back into game dev. to that end i've just finished completely overhauling the DT backend. it should be much more stable (and performant!) now - and if it isn't, i have the proper telemetry in place to know why & fix it. thanks for playing! --Rob