Great game with a lot of humor, solid mechanics and a lighthearted theme. The story elements and player agency really help keep it fresh and prevent it from feeling repetitive, like some other games of this genre. Perfect length! Curious to see what you come up with next--keep up the good work.
Neat follow-up to the first game. As before, I definitely admire your writing style. If I may provide a critique of would be regarding how the player interacts with the game this time around. In the previous title, you had the player navigate the Adventurer repeatedly from entry to exit and engage others characters with a single key. This ended up being a unique, simple and surprisingly effective mechanic for communicating the passage of time. In this chapter, the focus shifts to our urgency to return home, and a new mechanic is introduced: the combat/collection mini-game. While adequately executed, I didn't feel that the mini-game contributed successfully to the overall experience (given the themes presented in the game). It felt somewhat out of place.
Anyway, I had a good time playing it and am excited for your next project. Cheers!
Great story. I really appreciated the writing, specifically around the words you chose. I'm so easily annoyed when it comes to writing and was really pleasantly surprised at how simple and effective your choices were. Keep it up!
A neat concept, allowing the player to evolve their units, selecting desirable traits and allowing a wide variety of customization and strategy. This does not translate as well in its execution, however. The pace of the game (on most of the levels) favors those who spawn as many units as possible, as fast as possible, regardless of traits. If the player does bother with selective evolution, it becomes apparent that (unless required by the level) certain traits are significantly more effective than others. "Boss" levels require less effort and thought than the standard ones, mostly because of poor AI and sluggish controls. As others have suggested, perhaps the implementation of point-and-click or hotkeys could alleviate this?
That all said, this game has promise. Balancing traits, the game pace, and adding a more sophisticated AI could take it from the somewhat mediocre action game it is, to the interesting and engaging strategy game it was meant to be.
Even the hard badge is pretty simple. Research the artillery upgrade (for the dinos, or when it gets overwhelming), and spend the rest of your money on ship repairs.
I got out on day 10 and took no damage the entire game.