I really enjoyed the first game. There's something not quite clicking about this one though, despite it being exactly the same core mechanic. It might be there feels like there's a lack of variety and a lot of the levels feel like I've already done them before, even if I haven't. I'd like to see high scores with optional move limits and time limits. with star ratings for levels, if just to make it more of a game. Or a theme to tie different levels together so it doesn't feel like it's just this mishmash of levels. Or even a story. Or a travel the world and image from different locations. The concept has so much potential. It might be that like everyone else is saying I liked the progression from easy levels to more difficult. The picture unlocks didn't feel like rewards this time around, they were just there. (In game achievements would be another way to improve the game.)
I really want to play this but it hurts my eyes. :( I think something with the colour/contrast/brightness? I don't know. Also had to reload to turn the music off. (Haven't rated game yet.)
Thanks for the feedback ! Maybe click the blue arrow from the right corner this will make the game full-screen and probably much better on the eyes. :)
Yes! I too wanted the forge some swords and kill the king ending. Although gold is not the best material for swordmaking. I really expected us to be making those swords so we could tell him what we thought of his demands.
I really enjoyed this game, I'd just have liked more of it. A bigger play area with more fish to collect, not all in the same area, and a few rares, and treasure to find. An end goal would be nice too, maybe Moby Dick style so there's something to build up to. :)
Thanks for the reply! Great suggestions and I'm thinking along those lines too. I actually did have a fish spawning system that supported rare enemies. I ended up nixing it only because I was lacking enough species. Definitely loving the treasure idea too.
"Don't stand in the middle of the road." :) I agree with everyone else, cats are important. This was a nice story game, as opposed to an actual find the difference. I liked how you told the story using the game mechanic.
That was so much fun! I really enjoyed going back and trying to figure out how to get gold on all the levels. They're all doable but some trickier than others. Finally done! Yay! 5 Stars
Loved this game! (Loved not to scale too and was sad there wasn't more.) If you were looking to add more game elements, a counter that counts moves made on each level, and a timer. BUT I like the relaxing pace from not having those.
Yeah, that was a hard decision to make. But in the end, repeating the same level over and over would be the way to lower your time/movement count, and a big part of the fun is to fix the puzzle for the first time and see the image getting formed, so I had to keep the scores out (planning on having a levels completed score, mainly so I can have feedback on how many people are completing the game)
There's some small quality of life changes that would vastly improve the game. Having the numbers jumbled up so I have to separate them out into colours before I start a level is frustrating and not fun. The no hints/mistakes star is frustrating too.
Really good game concept but just lacking that extra spark to make it a great game. I wanted a moves limit or something to add an additional challenge with 1 2 or 3 stars earned per level depending on how well I did movewise. As it was there wasn't quite enough of a challenge. What happens to the candy I earned? What point is clicking that thing above the level? Could I turn music off but keep the sound effects on. Great game.
First of all thanks for the feedback, you really noticed the details, I like the idea of limiting the amount of movement, but I think it would take more mechanics to make it really impactful in a positive way. :}
As for the challenge being low, it would really need a wider range of interactions this might turn out to be more challenging, but that would be for a future version of the game.
The candy during the game except for the last one goes to the place where it is at the end of the game, it is much more by the narrative than the mechanics, the change progress bar is aesthetic, it changes to its original version, but it was something that it was just like an easter egg (just like the crystal in her hands).
As for the music bug this is pretty weird, could it possibly be some difference in browser combatability (it didn't show up in my tests :t)?
Thank you so much for all your attention and for playing !! :D
I remember playing the first ever Factory Balls in the Jayisgames contest and I absolutely loved it. It's only got better since. I'm so excited to see a new game and will definitely be wandering off to buy it. It's such a unique, interesting puzzle game. I'm so glad to see it.
The game badly needs better instructions since it took me far too many levels to actually work out how the game worked instead of just placing randomly until I got the correct result. I couldn't work out why I could place my buildings only on certain places. Once I worked it out it seems obvious but the game never told me.
Despite that it's a nice concept for a game. There's some other quality of life issues. The need to hit the rewind button instead of just being able to pick it up from where I dropped it frustrated me. The red flash and shaking when I tried to drop my building back where I picked it up. Having to drag the buildings over, when the only thing I can actually do in the game is to place the building.
Loved the concept of the game. Will look forward to the full version. I wanted them to die if I dropped them from a height. I'd have liked some sort of achievements for methods of death. Would have liked to turn some into zombies/werewolves/skeletons to fight for me. But also for there to be stronger Heroic villagers. (From those who destroy your buildings/minions to others who make normal villagers stronger, or compel them to runaway, or redeem your souls.) I'd have liked a choice between two types of building, even if that's just an aesthetic choice. I'd have liked a creepy man-eating plant. Maybe spells I could cast. Definitely more methods of death than just drop them into the cauldron. And possible unlocks/achievements for finding those deaths. Some involving interacting with the background. And an ultimate end goal of sacrifice so many people and become powerful enough to destroy the world.
I would have liked to have been able to customise the colours of my palette, even if it was selecting them from a short list. I wanted some more vibrant colours than were available. It was also annoying trying to find out how to turn the music off while playing the game. Otherwise this was a fun game.
Thanks for the feedback ! Maybe click the blue arrow from the right corner this will make the game full-screen and probably much better on the eyes. :)