No one complimented you guys on that, yet, but you've came with an interesting solution to fuse game mechanics and story with the god of greed thing. Kudos! Game seem very enjoyable and I'll certainly go all the way to the end on this one. Once I finish the game I may comment again.
Thanks! This game is actually an origin to my next fantasy games. like tamriel of TESs, so i have an excuse for monsters / greedy beings dropping gold when they die.
The game is good but it suffers from severe randomly determined difficulty (try to run the game without reloading everytime you scavenge 0, for instance). It also suffers from the lack of clear roles and real diversity within the defenders. Blacksmith, for example, were designed with tanking in mind but its ability is completely out of place (it could be clustering enemies in an area to the middle of it, for instance, allowing him to both "taunt" (for him or a wall) and setup for Javalineer for great strategies), as a result Blacksmith is an inferior tank to the farmer, who can tank just enough, is cheaper and support team with apples and walls, outclassing the engineer as well (who could have a mortar for AoE attack in a shorter range Archer style attack fram to further differentiate itself from others, even if it was on a single tile, since you can wall-up for clusters - and again strategy).
This game is greatly executed in so many levels! 5/5 without doubt! -
Love the currency system, a 2nd currency for skins is a very nice solution to let players customizing without hadicapping progression! - All-in-all gameplay experience is both intuitive and challenging and the tutorial is great, specially the parts fragmented around the game. - The only thing I really dislike is the dodge perk, modifying it for a burst of backward every few seconds would be more reliable and more skill based, not to mention side uses like going back faster to pick-up something (plus it could be a nice backflip). There are several lever of how it could progress too (speed, recharge, max distance). - Thanks for the great game. :)
Thanks for your kind review and your suggestions. In fact, we're thinking about adding a dash since a while now, we'll definitely work on that in a sequel.
This may not be clear, but our other game, Siphon Spirit, is still in development, but there is an old demo you can try on our site, as well as a sign up for updates.
On game UI and controls:
- make the highlight for which hero is active more noticeable
- Game UI improvement: 1, 2,3 keyboard keys to select heroes and Q, W, E to use their spells. This will free the mouse to be focused at aiming your actions. Press A for attack/healing is good too, so you can better choose who to heal when you so desire.
- The controls are still not as responsible and reliable as they need to be for this game.
- Movement command SHOULD be overriden by other commands
- An adjustment in the UI to show enemies picture so that you can select the enemy you which to target with more readiness and reliabilty would make a fine addition (specially when they cluster together)
On gameplay:
Game is way too slow, it takes almost 3 seconds between attacks in a game where health progress 25 times faster than damage (250 per point in health vs 10 per point in power). I HEAVILY suggest that the overall game speed is enhanced, reducing spell cooldown (and increasing mana regeneration and cap accordingly) to have players participate in a fast-paced engaging game. While I'm speaking of mana, I believe mana starvation is detrimental to the game INCLUDING to mana selling, players should feel compelled to expend their mana and thus buy mana to feel awesome about it and be excited to buy again rather than try to "play" the game at the least mana usage possible and by consequence of that with reduced agency, play experience and overall excitement about your game.
On game difficulty:
The game has a way too harsh difficulty spike. Specially when you consider that rewards don't get anywhere close the same spike. This cause the game to have a jagged progression where you afk powerthrough too easy encounter with nearly the same reward of too hard encounters that are simply not worth it until you grind a lot. This is specially true for the skull mechanics in each stage (going the same stage with higher skull level will give a huge increase in difficulty and resource comsumption, leading to a game where progressing is economically wrong - it's far more efficient to leave the heroes afk-farming and do something else, like this post, than playing difficult stages.
By the end I just couldn't understand that last word in yellow. Does it have any meaning I'm unaware of? Why is it used there?
I'm trying not to spoil anything, if it is some kind of big spoiler, but I'd like to know.
Also: Great game. 5 and a heart for you! :)
I'm having a series of troubles with the save game option. Twice I saved twice I loaded bugged. First time I still managed to move out of the wall I was loaded into and keep playing, but now I'm not even seeing the character and can only move the camera up and down.
Thanks! This game is actually an origin to my next fantasy games. like tamriel of TESs, so i have an excuse for monsters / greedy beings dropping gold when they die.