I recommend providing more optimization options or improving the "low graphics" option. Even with the low graphics, the game is running too slowly for me to really enjoy. I think taking off the clouds would be helpful for low graphics mode. You might also want to consider decreasing frame refresh rates
Great game if you're really good at tetris and want a challenge.
Two things that makes this game much harder than most tetris games:
1. The delay between when pieces land & solidify is too short
2. You can't hold left or right for the pieces to move all the way across the screen
3. You can't change the settings for the controls. (I'm playing on a mac and ctrl+left changes the desktop, which I accidentally hit often and is very disorienting)
A couple of bugs exist as well:
- At a certain level of enemies (probably level 15ish?), I'm unable to enter the Enemy mode any longer. The screen doesn't change
10. Having some humans carry "artifacts" that might have special effects
11. Allowing the summoning of monsters that will defend the castle & can be killed
12. Have a timer (each tick being 1 hour) in the corner will incentivize players to try speed runs
13. Achievements might be interesting
13.1. How high did your humans go. Maybe you need a little arrow that says how many meters up humans who get past the top of the screen are currently flying
13.2. # humans put in the couldron in 10 seconds
13.3. # humans killed by a single spell
13.4. Speed run time
Looking forward to seeing what you do with this!
2. Prestige is a must :) A placeholder for now could be great! Or just a simple restart
3. Creating a map where we can build huts in different parts of the land would be a fun way to extend this. Eventually allowing the creation of a witching university could be fun!
4. Some story telling as each upgrade is made might make this more captivating
5. A discord server where people can join the conversation might help!
6. Upgrades to manage each item and make it more powerful or faster
7. Decreasing the sound of the bear claw would be nice for my ears
8. Allowing the spell machine to caste a variety of spells that can be unlocked & upgraded could be interesting
9. Having different colored humans who have "special souls" that can unlock other kinds of "energy" that might be used on special spells
A few ideas to consider:
1. Re: Idle - yup idling is a great trend for games and brings people back without requiring intensive development work. So, I would vote yes for this. A few idle mechanics to consider:
1.1. Offline idling, I think the speed up options (i.e. being offline accrues the option to make the game go faster when I'm actively playing it) are generally more fun & better than having the game "do things" when we're offline.
1.2. Magic that automatically flings the villagers into the couldron
1.3. Allow some of the automagically thrown villagers to miss the couldron and continue walking towards the house to attack/raid it
1.4. If you have healthpoints/health bar to be managed. If the castle/house hp drops to 0, then maybe there's a delay when villagers stop attending until the house can be "rebuilt" or "self-healed"
Great start!! Excited to see what you ultimately come up with & curious about how much time this original development took you. I enjoy the concept & the art!
I recommend renaming the game with "alpha" or "prototype" in the title, e.g. "Witch Sacrifices (Alpha)".
This is such a great game!! I'm looking forward to the next round of updates. Would also be really interesting to see a story-line be added to this. I'm thinking of the unlockable story that is available in "Idling to be a God". Either way I really enjoy this game!!
Why don't we decide what buildings are units can come from? Many times my units are trying to come from a building on the opposite side of a fortress from the building they're attacking. This causes all kinds of problems with them missing dispatchments that destroy the rest of my camp & getting stuck behind walls. Seems to be a simple feature to implement.
Really enjoy reading all the comments from the Developer. This game is great because the developer seems to be as into playing & scheming about the best way to "win" the game as the rest of us are! I'm looking forward to ever evolving mechanics & more stories!
This is a great idle game for the sole reason that it's forcing me to remember the periodic table and become reinterested in my chemistry courses without being at all overt. I'd highly recommend showing this game around to HS Chemistry teachers. I'm sure you'll get a great reaction! (pun intended)
Space race time?
Now that so many players seem to be maxing out the world's money supply, we may want to extend the game to follow capitalism's natural goals: expansion! A few ways this might unfold:
1) "Level 2" is unlocked and game play becomes similar as we move into business that exist on space stations: lemonade gel stands, mind implanted news, etc.
2) More managers appear after our great success at business and need to be coordinated among our conglomerate of global enterprises as the game evolves into a time management game
3) Multiplayer races to space - our businesses go to war to start conquering parts of the moon / mars / etc. as the game evolves into a MMO real time strategy game
Ideally cash flow from the original game could be batched into a "level 2".
Thanks for letting me know. I'll keep working on it!