My main complaint would be that in cases where the fat zombie gets hidden behind another zombie, it will cause you to jump a second time after landing if you press jump to avoid a pit. Maybe figure out a way to put a delay there? It's usually not dangerous, but it can break combos.
Having a 'don't miss' achievement when 1) a single mouse click can accidentally shoot multiple times and 2) which arm it comes out of is random and affects the aim, is a really good way to showcase flaws in the controls.
Couple issues:
-I kept thinking there was a second page to those notes, but the click area is not good to get to it. I lucked out the first time because I didn't even see the root, but then added it the second time because I didn't get 0% but also couldn't see the note telling me not to add.
-Likewise, I must have accidentally clicked the window latch the first time, because I didn't realize there was a latch and then it started telling me that I got out easy because it wasn't locked.
-Basically, some issues with visibility and interaction areas.
Too much switching around between the different options for an idle game. Either needs to have the 'auto' work on the different options simultaneously, or need to just upgrade without going back.
Couple of bugs sometimes with the character not responding, either not being able to latch onto an orb after hitting the ground while swinging, or one case where he didn't run any more and slid along the ground instead, which also disabled jumping.
The flying enemies are terrible. They shouldn't be able to continuously damage the player while being that difficult to hit. And why bother making a point of dodging if you basically can't dodge them?
@dev That's fine that you're required to have the logo, but put it someplace else on the screen. Same with the settings and mute icons. They should be at like the bottom, off the play area. Tons of games have those buttons on the screen, but manage to get them out of the play area.
Ooof, not a bad concept (I do kinda like the digging + platforming) but there's a bunch of bugs (pretty easy to get knocked off screen, which counts as a death, aiming at certain angles/directions is impossible unless you move cursor off-screen, which then pauses the game) and just some general flaws (icons within said aiming area, with all the weapon choice you often get locked into 1/2 weapons to use until you get something better, benefits of weapons not clear, not clear what is a digging/auto-fire/special weapon). And the biggest reliance is that you get enough hearts before certain levels because you're going to lose tons, while the rest of the levels aren't that bad.
This game incorporates some of my least favorite mechanics, especially the way the store works. There shouldn't be that much of an increase in the price of health potions UNLESS they're better health potions, and lower (and cheaper) upgrades should still be available in case you don't have the funds needed for the new version, but still need just a bit of an upgrade.
Why are there still '!' on all of the stats even after I check them? Kinda loses any point in drawing your attention if everything has them all the time.
Bounce ability seems inconsistent in how much bounce you actually get (sometimes it acts as a forward boost, sometimes it stops you dead and just make you bounce directly upward once). Hazards are pretty unforgiving, either easy to get stuck behind or cost a lot of sushi on sushi gathering levels. It wouldn't be so bad if you had more actual control, but as is the game is mostly how lucky you are in hazard placement.