Overall the game feels slow. The pacing towards each unlock seems
fair but the unlocks themselves aren't that exciting. You unlock the
season pass long before it's useful for anything. The 1st form makes
epsilon/delta feel useless. The 2nd form feels worse because you
don’t have that extra pin to take damage. This feels necessary
because when trying to advance through enemies nothing lives long
enough to damage the enemy. I get the idea is to hang back and
collect resources/wait for pins to level up and get strong enough to
push forward. It takes days to get a meaningful advancement. If you
leave it you aren't going to get the pins you're supposed to get from
defeating enemies. Every part of this game seems to be working
against every other part of this game. You need to get a clear idea
of how each part of this game wants to work together, how your
players play your game and what you want them to get out of it. Hope
this makes some kind of sense and good luck with your game =)
Thx for the feedback. Yep is not a fast game. Later you can unlock tank, heal pins and some features that help you to survive longer. It do not take so many days to progress, players are already on Season 2 or 3 in 4 days. Also I did some updates with features to help starting players and make the start much faster, doubled materials dropped on early stages, enabled the autocollector from the start and added a spawner that gives alpha every 10 minutes without using chikara. I will keep improving it ;)
Decided to leave this open in a tab and found out it does having an ending which is a nice touch. I get the idea that you don't like idle games. So what is your aim when creating/playing games?
6 actually, depending if you retire at 65 or work until you die and how much money you make. One of them is a true ending the others are sorta prestige-like. I play a lot of idle games but I also don't like them, its sorta a love hate thing. I guess what I don't like is that they end up looking and feeling more like a work application than a game. Some have really nice art which is nice, but some are just buttons. I wanted to make an idle game that didn't LOOK like an idle game and also didn't take itself seriously. When creating games sometimes I just want to make something to learn from it, I always hope at least someone is entertained by it. I think I strive to one day make something that feels unique and special in its own way. I certainly don't feel I have done that yet in any of my games, but maybe some day.
210 goo (Did I miss any?) and 2 hours 41 mins and 37 seconds. Would be nice to have total time played displayed somewhere. Also, each level should show how much goo there is to collect in it. A button to rest to checkpoint would be nice as I got stuck under an ice seesaw at one point and had to restart. The only other bug I encountered was sometimes falling through the wood pipes. Love the various mechanics that you came up with that makes for challenging but fulfilling gameplay. For the longest time, I thought that unfinished meant that you had not finished building/polishing the levels (rather than not having beaten the level yet). All this game needs to be great is some polish. Like some kind of story/reward to work towards through the levels. Also, another important thing is to have an ending. Even a simple one helps like congratulations on beating every level. Thanks for the fun game.
Love the game. Using chess as a base makes it very intuitive. The more original effects can be a little harder to work out. I think it would help more if rather than just having text explanations if you had simple animations. Like for nimble have the pawnbarian move into it vertically and have the goblin move away from it, then similarly for diagonal movement. Then show the vertical/diagonal attacks when it's against a wall. Also, some kind of indicator on the goblins which show on the board how many dodges they have left would be nice. Would love to see where you take this game next.
I like the art style but can't say I enjoy the game too much. Having to click the hearts to get blood is a bit annoying and means I can't keep the game at 4x/2x speed (Although you can only have it this fast when you are doing well). There also doesn't seem to be that much to work towards. If you screw up the placement of units and miss blood it doesn't seem like there is much you can do to save yourself. Mechanically the game works it just needs some balancing and a goal to work towards.
Really enjoyed the game. Interesting story, would be nice if there was some kind of journal/board that could fill with information. This would make it easy to read in one place and give you an indication if you missed some.
The upgrade symbol would indicate there was an available upgrade when there wasn't one. This only started happening after I maxed one of the attributes. Look forward to your future games.
Gotta see what's the issue with the upgrade icon. Thanks for playing the game and the feedback, it is highly appreciated. Looking forward to implement all the new stuff in the future versions.
Hope you enjoyed the game.
Nice game, though the level design could use a little work. After each checkpoint, it feels like your playing a different level. Which would be fine but the difficulty curve is all over the place. Which causes the pacing to be a little stop-start as you adjust to each section.
Good point :) I will look into it.