No game has made me this angry. It absolutely blows how unresponsive the jumping part is. I feel the profanity coming on. It would have been fine with all the minigames, but nothing makes any sense whatsoever. Are we playing rock paper scissors at the start? Are we pitting power vs intelligence and speed? WTF? That long wall of text outside the game for a game this simplistic is bad. A small in-game explanation of 1 sentence would have sufficed. I'm sorry - I wanted to like it for the humor, but it's unplayable. The button mash gets old in seconds (Easy to win), the sequence is meh and not really gameplay per se. The only game play part (lava jumping) does not work - it's super laggy. Is this game meant to be trolling me? In that case 5/5 Otherwise it's just crappy except for the gfx. I've played better 24 h game jam games so 8 day game jam is not really an excuse. Excuse me I don't know why I am this cranky - I guess I wanted more? :D sorry.
well that is unfortunate. You can play it once, and then the wave countdown is frozen so no enemies spawn. I restarted the level after I figured out stuff, but couldn't play anymore. Seems - run of the mill, but broken? A speed control would be nice too.
The floaty controls makes it tedious to navigate the levels without falling into a hole. The game looks kinda fun, but I die from falling more than being killed, while trying to kill enemies and avoid their hits. Played 5 games in 5 mins and no. What would happen if you would make the holes "invisible walls"? Would the game be too easy? I didn't progress more than 5 or 6 screens at most, but didn't get any level up which I feel would be appropriate for this kind of game, Some persistent perks or so. I see it's your first try at a game. Pretty good, but way too hard as is without any real incentive to play? A shield stance would be nice for instance.
Nope - I got 2 arrows wasted on dead bodies at lower levels lol. Rate is only at 1.15 or so... So 2 arrows that should be killing the next enemy are wasted, at least according to the animations and life points of enemies and also the rythm of shots.
As far as I can tell the fire rate is broken. While he shoots arrows at a faster pace, it seems if shoots an arrow while the "death" sequence is playing for an enemy, that arrow is wasted as it does not register as a hit on the next enemy. In essence this means that the fire rate works against you at some speeds. This needs fixing - as in death should be "instantaneous" as far as hit boxes are concerned for enemies. Thanks for an otherwise entertaining bit of game.
In retrospect I think I missed how the points were calculated - I just assumed it was max 12, but it seems like less now I think about it. One type of connecton gave more points than the other though (max) so it would be nice to have a clearly set up point system which helps to figure out a working strategy. That would be my biggest gripe I suppose. I am all for figuring things out, but I don't enjoy guesswork in logic puzzles if that makes sense? Thanks for the game, really enjoyed it.
Hello basement, you are correct in your initial evaluation. Though max 12 is not that likely because paths must connect, so it is very rare you have 4 adjacent pathways because you still need space for water. Much more likely is a max of 9, with fully water tulips (3 nearby waters) and 3 adjacent pathways. All paths and tulips behave the same way: pathways give one point for each adjacent flower (and tulips can only have up to 3 flowers). I hope this helps clear up the confusion. I am working on a system that shows how individual tiles score charm, hopefully that will help alleviate some of that difficulty.
Noice! I enjoyed the quite interesting mechanics. It's simple enough in theory, but not entirely straight forward so it's quite challenging in a nice way. In theory every tulip bulb can give 12 points max (3 water connected x 4 pathways connected), but restricting water to diagonal connections and pathways to edge connections is not all that easy at later levels. Nice job.
New version just loaded - STILL FCKD!!! Lol... I am looking forward to this and that's why I keep giving it a try. No travel option in second screen. No PRESTIGE option in first screen. The icon is not even there. I can't progress. 3d screen keeps starting the trash over - the unlocked fish around the sub are gone.
Can you send me your text save? I will check it out, also tell me name of your browser + version. I got some saves (with bugs reported by you, from other players), but when I do with them text load (On Kongregate, Chrome/Firefox), all work fine, also on Android (right now, after updates), I'm not getting reports of that type of bugs. I just can't figure out, what don't work here. When I'm checking with player save on 2-3 browser, testing in editor/android + Starting new game (trying to reproduce bug), it just never reproduce. I mean, if a player report to me bug with xx browser and xx version of it, I'm checking on the same browser, the same game (On the same site, Kongregate), I'm using his save, and just bug don't show to me, and bug show for him, no idea why it looks like this.
Training does nothing it seems. Also it does not unlock for newer pets/animals. Feeding is not entirely clear when it comes to UI. I end up clicking it multiple times wasting food. There is no info on how chests or anything works. WHen you buy a chest - you get another animal, but it resets the timer for a chest. All I get are worms for the tier1. Interesting idea - bad execution and ends up being not really playable or fun. You can do it though!
Hello, sorry.
Maybe in cache, you still got old version. That's why you still got issues (that's an only idea I got right now). You can go to game page and push "ctrl + F5" (before doing it, you should have your text save stored somewhere, not sure, but I think that type of refreshing with ctrl can delete save, so backup with text save is a good thing). Also I had tested merlinok save file, and for me, all works fine (tested on Kongregate + my Editor).
Nope, my travel is still broken - I can't "reset" to travel to a new area and there is no "travel" in the second screen with the fishermen. In the thirds screen with the u-boat, All my previously bought fishes are gone. Still broken.
It's also funny how spastically agile the ole fisherman is in his physics breaking rod casting fishing methodology. I like to think you animated him with the feet firmly planted in the ground and the rest of him moving, but you just could not figure out how to get it in the game and went "Fegg it! Everyone loves spastic fishing - also it distracts from issues". In a russian accent of course. Please leave the disjointed fishing in the game even if you fix the rest. Thanks. As a bonus make him fall in randomly as a token nod to gravity and realism.
Fisherman now got faster animation, gain is calculated by clicks, now animation don't slow down gaining cash :-}
I got in plans some mini games with this fisherman (in-game). Sorry for troubles.
Travel to another location is bugged. Does not work. Also, having unlocked the u-boat, it disables catching fish and the bubbles... Reloading fixes the bubbles and catching fish, but now the travel (with cash bonuses) from screen 2 is gone, mines need clearing from screen 3 (but do not clear the wreck) and then the fish catching and bubbles are gone again. Upon the reload - even the option to travel to a new location is gone - even if it did not work to begin with. UGHHH!
For an idle needing to be this active, it has to be a bit more interesting and involved than constantly sleeping and eating. If that is to be such an integral part of the game, make those parts more interesting. Make the bed upgradable for better sleep. Make the food upgradable for better satiation. It takes 2 seconds to record a video and another 2 to process, and then you have to eat and sleep for a minute. No.
So, I m at Lv 87 now and I feel like a right fool for hoping for something more than StressBubu described. It's gotten old very fast. There is NO DISCERNIBLE CHANGE with upgrades whatsoever. This has the depth and playability of a preloader game...
Nice idea, but totally missed the demographic. It's way too simplistic to pose any real challenge - close to cringy at times and feels more akin to a dressed up slideshow. The level involved in the gameplay feels like it's aimed at 6 to 8 year olds, but the type of game normlly doesn't appeal to that age group. It's too silly for the kids that might play it and most adults that stumble over it will at best find it cute. Fantastic graphics and interesting idea, just not quite as focused as it could and should have been.
Hello basement, you are correct in your initial evaluation. Though max 12 is not that likely because paths must connect, so it is very rare you have 4 adjacent pathways because you still need space for water. Much more likely is a max of 9, with fully water tulips (3 nearby waters) and 3 adjacent pathways. All paths and tulips behave the same way: pathways give one point for each adjacent flower (and tulips can only have up to 3 flowers). I hope this helps clear up the confusion. I am working on a system that shows how individual tiles score charm, hopefully that will help alleviate some of that difficulty.