This game is terrific. There's just the right amount of tutorial for each new concept that forces the player to consider how the new mechanic might re-contextualize older mechanics. The difficulty is nice and moderate. There's even some really excellent design on the sound effects. The one complaint that I have is that the seams between the blocks are hard to see and could stand to have a bit more more contrast. Also, it doesn't run in Chrome. D:
Thanks! I always thought it was strange that incremental became synonymous with idle. I think incremental should mean just that, tight upgrade loops. Glad you enjoyed it :)
It's cute, at least until the levels where you start throwing blobs to their death. However, it's really laggy and the music and sounds are oppressively loud. It's also way too long. It's not necessarily to restart the difficulty curve every time you throw a blended concept at us. Moving ice platforms, for example, are similar enough to other previous game mechanics that they didn't need introductory levels. Just give us the fun stuff like the evaporating tunnel in level 71.
Fun fact, if you go out of bounds on the left side of the boss arena on stage 4, there's no death plane under the bridge, so you just get stuck there forever.
It's possible to go out of bounds. Whenever you win a fight, if you press "Go" quickly, then there's a period of time where the next encounter will bug out a bit (especially on 20x speed). If that next encounter is a town, then after pressing "Battle", the only option will be "Go". Once you go past the town, since you're not headed towards a destination, you'll never arrive. You'll keep getting random encounters even when out of bounds.
Everything feels like trial and error. Is that supposed to be flavor because that's Violet's approach to life? Also, the item-failed-to-do-anything text could really at least let me know that I'm headed in the right direction. Couldn't Violet have said something like "it's too short" or similar?
This game is fun on Normal mode, but it really shines on Hardcore mode. Congratulations Fluffy_Lotus on turning a dungeon crawler into a complex 3D maze. I wish this tricky design were in some mainstream games. Routing a successful run was a nightmare, so completing it feels wonderful.
For those wanting a hint: Do not re-fight enemies that can still hurt you after you collect the 'first kill' experience. It's not an efficient way to get experience and you just don't have the HP for it. I think it's possible to win with 0-2 re-fights, but up to 6 should still be okay. You can warp to checkpoints as a way to avoid re-fights. It may not be possible to win without warping to checkpoints (I tried and was short by a lot of HP).
The game thinks that max upgraded trade-focused Clippers are weaker than some mid-level combat-focused ships and lets you go first. I guess the game has a point; the other fleet is always more suited to being a submarine and always dives on the first turn. ;)
This game is amazing. I really enjoyed playing it. There is a bit of a slow-down in the action, though, between about 500 and 1500 population where you have all the industry built, but are just waiting for more people to be born so they can mine the stone needed.
Thanks! I always thought it was strange that incremental became synonymous with idle. I think incremental should mean just that, tight upgrade loops. Glad you enjoyed it :)