The game becomes impossible on about level 4, at least if you actually want to do the shape. You need to put balls higher up the screen than the game will let you select, so you can't reach the line along the top. Worse, if you try, you can place a ball above the top line you can select, but can't then select them to delete them.
May be worth adding to the instructions that "Space" is also needed for certain actions; I got stuck in the first room for a while before I just started trying different things.
This is fine, just a minor issue: no ending! I finished the final puzzle (at least I assume it was the last one), and... I just get the background. No buttons, no credits, doesn't even drop me back to the main menu. I think I got 3 star on every level, but can't get back to the level select screen to check. Maybe if I refresh the page, but still...
A pretty decent idea. Controls are a little janky (fell too far a lot of times because the game didn't detect multiple key presses), and it'd be good to have some indicator of how far you can "fall" safely without getting teleported back to the start of the level, but I think it's worth spending time ironing the creases out on this: it has promise. (Oh, and maybe personal preference, but the default camera should probably be a bit further away: it's sometimes hard to see where the next platform is, meaning sometimes deliberately messing with gravity just to pull the camera out!)
Did have an issue on one level getting stuck out-of-bounds with no way to progress: I've put in a bug report on this. May be worth having a key for the player to force-teleport themselves to the start of the level.
This isn't a puzzle game, it's gambling, with all the depth of a coin flip. If you're lucky, the arrows will lead you to the treasure in time, but you can't guarantee that no matter how smartly you play. If you're unlucky, you'll instantly hit a mine on the first click, something even MS Minesweeper managed to avoid 15 years ago. And when you lose? Back to level 1, too bad!
No. This has a nice colourful aesthetic, but the "game" needs a lot of work.
Lights appear to do nothing but possibly empty batteries quicker. Walking over batteries does... nothing? Nothing explains how to jump (need to click slowly on the robot, after buying the module). Jumping is bugged anyway: robot stays walking, batteries float weirdly down instead (could work if background moved as well). Progression very slow: upgrades cost exponentially more over time, whilst giving proportionately less benefits, so after 20 mins of play runs still end after a few seconds. Runs ending due to crates at start contribute nothing to the game. The concept could work, just needs tidying and re-subbing.
Also, bug report: If you click fast enough on the warp, it can glitch the game a bit, duplicating the lava to start at a slightly greater height, eventually causing the player to just die instantly when they start. (Also causes the player sprite to glitch a bit, getting stretched and squashed on occasion.)
A few balance/pacing issues here. It's very grindy, playing the same sequence over and over and over and over to get the money you need. That's... bad, but what makes it unforgivable is that, the faster you go, the less score (and, I believe, money?) you get. *The better you get, the worse you score*. That needs fixing. A score/cash boost whenever the lava gets pushed upward would be a neat fix.
I have increased the amount of JCoins gained now, also, I would believe score should be gained faster when playing more, I programmed and tested it multiple times that way
Sooo, they ditched Idle Necromancer, which people liked, for this, which less people liked. Then they abandoned this a month after release. They didn't come back to it, they didn't go back to Necromancer, they didn't do *anything*. Hoistmaster... what happened?
I like the concept, but: 1) The combat is a little too tricky; I get the feeling you're going for a Dark Souls thing, which is fine, but Dark Souls combat is more than just a stamina meter. I either get in a pattern where I hit every time safely, or one where I can't attack without being hit. This needs... something, but I don't know what. Definitely get someone else to test difficulty, you may be too close to your own game here to judge what's right. 2) No way to get health back until after wave 3 is *really* harsh. This crosses over with... 3) It's not clear what camping is for when you get it, because at first it does nothing. Some overnight health regen should be standard, upgrading this should be night 2. Possibly just needs wider upgrade options earlier.
Thanks! Not going for Dark Souls, the woods are dark though. This is the story of a kid before they hit first level in any sort of standard RPG sense. He's not great. He knows it. But he also knows he's the only one that is daring to do something about this problem. I'll make camping more descriptive, and I think you are right. There needs to be a number of choices at the beginning. As for what it's missing, I think that's more context. I'll be adding more of that as well.
I just updated to add a death penalty for Trying Again. And I'm taking feedback for difficulty as well. So, thank you!
Quick suggestion; if the game is guessing 1 and the player says it's lower, or guessing 1000 and the player says higher, the game should call them out as cheating/lying/picking an invalid number!
Wait, hang on; OK, the game keeps running without focus now, but that still doesn't explain how you did it in the first place. How did other players avatars freeze when focus was lost, then continue when I came back *as though the game hadn't frozen*? No jumping to their player's new position, nor acting like I'm where I was x seconds ago?
I can only think of one way to pull that. I'm interested in how you did it.
This is odd; this appears to be an online multiplayer game, but if I click out of the window the game freezes, including the other players. I'd expect them to either keep moving when the game didn't have focus, or to "jump" to the current position when I came back. How did you pull this off?
(Lemme try that again.)
Ooh. Oh, no. Nononono. The big book of game design, page 1, clearly states "if you're going to have moving obstacles in your cyclic endless runner, make sure they reset their cycle when the player dies, so it's always possible to beat the level*". The footnote at the bottom says "*...but if you really can't, at least keep the obstacles in sync with each other, so the level isn't literally impossible except for small windows of opportunity minutes apart". Also: world one has 30 levels, there are 10 worlds... doesn't that make 300 levels, not 60?
Oh, and the game (on my system at least) becomes unplayable if you hit the full-screen button, with the framerate dropping dramatically to the point the game's physics break and make it nigh-impossible to jump over anything successfully.
Ooh. Oh, no. Nononono. The big book of game design, page 1, clearly states "if you're going to have moving obstacles in your cyclic endless runner, make sure they reset their cycle when the player dies, so it's always possible to beat the level*". The footnote at the bottom says "*...but if you really can't, at least keep the obstacles in sync with each other, so the level isn't literally impossible except for small windows of opportunity minutes apart". (Also, is lvl 30 actually possible? Also also, it's lvl 30 of 60; I thought there were 60 levels? Although that's world 1 of 10, so wouldn't that make it *300* levels? What's going on?)
10 worlds, 30 levels each. Here there are only two worlds available for now, in the Google Play app there are 120 levels ready. All levels have been tested and can be passed.
I am working on an update to fix certain issues :) I will make it better this week sometime I'll upload a new version