Game completed. You didn't end up doing anything interesting with the 2V power cells. As for the helps, they typically came after having to use the feature in a level or three before it. I suppose that's fine if you want people to figure stuff out before you tell them, but some people might get stuck on that stuff. I found the circuit wall UI a bit clunky before I realized that they were circuits.
True - I'm running out of time to finish the project so just need to get enough voltage stuff in there to explain to people what it was. If I get the other essentials finished and have some more time, I'll definitely try and make more of the stuff at the end.
The helps are intended to come after people have encountered a concept themselves. It is more fun to explore a solution yourself - so I've tried to make the introduction to every concept a simple puzzle which they can solve on their own - then explain it so they have the "correct" understanding and then introduce more complex puzzles.
Yea I did try a number of different interfaces for the circuit wall UI thing. This was the best I could come up with before i just had to say "good enough" and move on. Again, if i have some time i'll revisit it.
Thanks for the useful comments.
This game paints an image of Luke Skywalker and Darth Vader chasing each other in the meadow, catching up as father and son after the fall of the evil emperor.
3/5. The gameplay is reasonably fun, but there are UI issues and they are somewhat dishonest with the purchases. The UI seems to be made for mobile and has hard time telling the difference between clicks to drag and drop and clicks to check the card. I'm constantly having issues with this, in nearly every battle. Good example is the VIP system: the VIP expires and tells you to purchase more gems to activate. It is not stated anywhere that this happens or how much VIP time you are going to get. 3/5 because let's not forget that this is Kong and 1/5 is reserved for those crappy my first shooters made following the Kong tutorial.
Leave the amount of master egg larvae always visible on the sidebar by moving them outside the scrollable sidebar. You can shorten the scrollable sidebar to make room for it. You could also make it clickable for master egg upgrades.
Statue puzzle walkthrough: You need to touch the five statues in correct order. Read the clues in each statue to figure out the correct order. Save the game before touching the statues. Some feedback: Option for loading a save in the middle of the game after you screw up royally would be nice. The walk pathing AI was a bit on the dumb side and didn't do well if there were obstacles to path around to the destination. Good games, Vasantj, keep them coming. To for people complaining about the amount of text, the JRPG genre is all about the story.
Some QoL suggestions: Allow same dragons be used in defense and hunting parties. The system already makes you wait for the dungeon run to end before you start the town defense and lets you set the dragons before the defense, so you might as well get rid of the tiresome swapping that brings nothing to the game. Explanation of buffer system is hidden in tips and how it works is somewhat unclear. There is room in the Dragon's Den interface to put a button for a explanations window.
Game completed. For ancient dragon fights, use a naga to tank and drakes for dealing damage. At least 1 or 2 drakes should have heal all perk. Block his area attacks with well-timed catapult/medic.
True - I'm running out of time to finish the project so just need to get enough voltage stuff in there to explain to people what it was. If I get the other essentials finished and have some more time, I'll definitely try and make more of the stuff at the end. The helps are intended to come after people have encountered a concept themselves. It is more fun to explore a solution yourself - so I've tried to make the introduction to every concept a simple puzzle which they can solve on their own - then explain it so they have the "correct" understanding and then introduce more complex puzzles. Yea I did try a number of different interfaces for the circuit wall UI thing. This was the best I could come up with before i just had to say "good enough" and move on. Again, if i have some time i'll revisit it. Thanks for the useful comments.