I just finished it, and I quite enjoyed it. Several points: It is often hard to see far, the zoom is too big and there is no scroll optimization (the screen should scroll slightly in the direction I am facing). The gun should have smooth range border, it looks awkward if I can't pick up an item, but move two pixels closer and I pull it like nothing. I really enjoyed the ragdoll touch with zombie limbs flying everywhere. The controls were very intuitive, but the difficulty scaling was very slow and even the latest levels were quite easy. I was hoping for a bit more puzzle levels. I am thinking about Portal here, where you have to really think of all the objects and how they interact to solve each level. I think it could use some more story, simple monologues of the main character would be quite enough. Also, I got some lag spikes sometimes, but that may as well be just my machine. All in all, it was fun, but the level design could be a bit better. 3.4 by me.
BUMP! I loved the soundtrack. The level design was clever and there were definitely enough levels. But what I really dislike is combination of puzzle and fast reflexes genres. I quit at level 18 because of that. It was too frustrating that I had to go through the whole level again just becuase I died to the balls. But otherwise, it was good. Finishing levels felt really rewarding. 3/5
Continuation from the last post. The laser behavior felt weird and unpredictable. Also, if you just got unlucky, it cost you a lot with the lasers. Mines should deal damage based on distance (or make it more impactful if they do). The music was good but got really repetitive after like 30 minutes and I had to switch to my playlist. I would be really glad for at least 2-3 different tracks. It took me a while to see the difference between the kinds of bugs and that they have different effects. Different color would help definitely. That's pretty much it. I kind of enjoyed the game, but it lacks some polish. 3/5.
Some thoughts on the game, would be glad if the devs saw this. I stopped playing after day 50, the progress slowed down too much and I got bored. The controls are really unnatural, but you get used to them after a while. Laser beams should not have the same visibility as the laser itself. It just looks weird. Once I had my vision reduced and took damage from a laser which I didn't see. It felt really awkward. For some reason, I can see extra fuel icons floating from my machine when hit by red laser, and even when I don't have the recycle thingy installed. Minor thing, but still confusing. Also, I didn't really like that you have to go through the surface every time. Maybe some fast forward through the surface stages or start from a completed stage or something. It felt a bit inconsistent that enemies were different stage from stage, but the minerals were unified in every stage. See next comment for continuation.
Several points
-needs sounds. Some soft push noise when switching a tile or something
-space should be hotkey for next level
-Mark somehow solved pieces. Maybe make them darker or stroke the correct rectangles with green. Or something.
Hey, I just remembered this game (after all these good years). Is it just me or was it updated recently? (By recently I mean last 2-3 years lol). It somehow feels smoother.
Also, I somehow enjoy it even though it is basically purely about luck.
You got me to play this for about 15 minutes, so I guess it was pretty good. I usually don't enjoy memory games, but this one got me hooked a bit at least. I think the difficulty scales a bit too much though, but I suck at this kind of memory games so maybe not.
Also, it's a bit shame that you didn't implement Kongregate API. It would be interesting to sell all the results, because I have no idea how I stand compared to others. It is seriously just 3 lines to setup and then 1 line per submit.
I don't think this game is really an 'idle' game when it's about clicking as fast as possible. 'Incremental' is the correct term.
It is very simple for sure, but you got me to finish it two times, so I guess it is not that bad. There should be definitely some indication of goal, I initially thought it was to get the last upgrade or at least one of every upgrade.
The code is quite nice, but I somehow don't like that you don't have amounts of individual upgrades saved anywhere except for texts in the button elements. You could then omit the incrementalBooster(button) function, which is indeed quite a hack imho.
The victory text under the buttons is just awkward (or at least it displays like that on my machine (Chrome)).
Thanks for the advise. I admit it isn't really idle. I kinda changed the game mid development. It was supposed to be an idle game and then it just seemed to boring so I added the timer. Also I always forget the different string function so I thought it'd be a good way to practice. Though I guess I could've changed it before uploading the game. I'm pretty new to game development so any feedback or advise you have is greatly appreciated :)
Deathforce222: You just answered yourself. It's because you'd have to hit 2 pps 256 times. I think that it is quite clever concept actually. You have to decide quickly if it's better to click cheaper but more or more expensive and less.
Where do I begin... there should be at least some sort of rotate animation. The darker dots in places where lines intersect at the end of a level are just awkward. Another thing, the tiles with 2 curves are just meaningless, and should all be tiles with 3 curves. I got bored by level 11, because it was the same all the time, and... just boring. Maybe if it was brighter, more colorful, with some sense of achievement when I finish a level. It just fells kind of unfinished. 3/5. Thanks for reading.
Hi. The concept is not really that new or interesting, but the given order of colors definitely give it a good touch. I can't really see the difficulty difference between the levels, as in the lower ones, there are actually four colors to remember (including white), but in the impossible one there are only 3. Also the quit button is a bit weird. Also, the music could be playing in the menu as well. Good luck :)
I appreciate you taking the time to tell me your thoughts. This will help me out as I go forward, I know I have to re-work it a bit so just the kind of feedback I need. Thanks!
P.S. I explained how the difficulty works in the instructions. Thanks again for playing.
Beautiful idea, smooth and soft execution both with graphics and sounds, really easy to learn and control, the last levels could be a bit more challenging, gets a bit repetitive. Lacks an editor/sandbox mode and a random level generator for infinite satisfying moments. Good game, 4/5
Re: Lebossle So the chance you get the color you want AND unstable is 1/15 so you have to place 15 total blocks near big connections to have a good chance to make it explode.
Thanks for the suggestions! I'll try to implement them in the next game.