Awesome sequel, we're able to see where you are evolving. Im glad to see good games still being uploaded to Kong, in a sea of idles... So, just in case you want constructive feedback, I like the +1 mechanic on death, but sometimes it seems that the player needs to rely to much on replays, rebuilding and +1 to win, instead of just undertanding the mechanics and strategizing. Early mistakes should be more easily workarounded, without the need to reset.
New Game+ is not very well used on this game. It only resets the saved data and put more monsters in the field, incrementally. I encourage the devs to think of something else to be on newgame plus, or just make it available to restart a NG+ with the same stats to see how long you can reach, and then make it competitive.
A feedback from someone that played it all: Lab seems to be the most underwhelming building, I've rarely used it, aside from gathering knowledge. The boost isnt worth it IMO.
After "The Machine" ending, I've found quite an interesting scenario: My population started to decrease. Don't know if its because they're old, but I've increase the max cap from 3k to 3,5k, and started checking the age, there was a gap from 30 to 50 years, meaning there was no one within that age range. Could it be work of the Secret Society? Hmmmm
This game is a rough diamond! The concept is excelent, but needs a lot of refining! Some quick suggestions: - Beware of the progression the player makes, and be sure if there are different viable upgrade paths. - Controls responsiveness seems not smooth enough, maybe if you add a little deceleration after the button press if may help. Should try to reach movement's like Enter the Gungeon. - Its a little frustrating for completionists to not be able keep playing after defeating the bosses on first playtrough (i wanted to buy the armor to see it, cause I just had the sword). Lastly, talking about completionists, maybe add some achievements and some kind of exp to unlock the weapons, so you can make use of them all.
Just for the "EYE" mechanic, that don't make you have to pixel hunt in a point and click game, this already deserves 5/5. Art and storytelling are as amazing!
Excited to see a boss battle in those mechanics! White whale, anyone? Maybe have to drag an harpoon to damage the boss? :) Great concept, looking forward to new versions!
You spurred some ideas in my, like having multiple areas to attack to take it down, kinda like a shmup. For sure, I'd like to have some more complex mechanics like you mentioned if possible :)
Excelent puzzling mechanic, well thought. This may be controversial since Kong's users like such raw games, but if you add some specific thematic for the player and monsters like medieval/zombie/ninja, you can make it shine more for the common gamer and hit it globally
Game has a nice concept and adds a novel mechanic so you can get hooked. But honestly I felt that the difficulty curve was too low. Not only the game never challenged me on 25 levels, some of those gave too much sense of a filler stage. Practical tutorials are good, don't get me wrong, but this game would be better compressing the present stages in around 10-15, and maybe adding more challenging ones afterwards.
It amazes me that you can ask the same question to different people, but get answers based on their pespective of the environment. So much depth for the characters on a simple game! Great job!
Kindda easy at the start, with a spike of difficulty in the middle (never actually never hitting the ceiling). Was fun, but could have more work on stablishing a "flow" state, and surely more levels with more freedom of choice (the solutions seems a little to unidimensional). The concept was great and sure hope for more! 4/5 (one extra point for not being an idle on Kong, so 5/5 :)
Awesome game! First time I didn't find much replayability value, but its surely a game you can come back to and crack your brain now with Hardcore mode. 5/5 for that, and +1 for not being an idle on Kong. Keep it up!
Also, quick tip, that are some doors on the design that feel very unlikely that people would open intentionally (for example the cages on the 30th something floors), but if they do, might get stuck for no reason. Should be worth it to revise the doors and make sure people can get perfect ending without just grinding the whole day
Thanks so much :) I think there's so much left to do in the genre and I hope to keep prototyping fresh ideas for people to play!