Good game. It has a nice pace, letting you make progress fast enough that you don't stuck grinding at one level for hours without anything changing. It really needs a Buy All option for upgrades, and either a Buy Max or Buy 1,000 option for ships once you hit stage 3+ (clicking through 100+ upgrades every ascension gets tedious), but other than that a very enjoyabe game.
I love the graphics, simple and cute! A bit basic atm but a good game for something developed in only 10 days. It would be interesting to see more features for the coops, e.g. bedding that affects how frequently eggs are laid, or feed that affects egg value.
Not a bad start for an idle/clicker game, but very short and easy to beat. One way to make it longer would be to have levels, with the cure progressing faster each level, e.g. start off infecting a town, then a city (+5 cure speed), then a region (+20 cure speed), then a country, etc. The graphics need reworking: smaller text needs to be in a simple font to keep it easy to read, and the buttons should be moved so that they aren't covering the columns. atm it is boring to spend 5 minutes watching a mostly plain black screen with just a few bars that fill up. I would at least make the meter bars more interesting to look at e.g. make the infection bar into a globe that fills, or have the bacteria/virus/etc. bars be pictures of a bacterium/virus that fills and 'mutates' once full.
I'm planning on implementing a level system like that. I'm not sure how it will influence the game yet. Right now it's just kind of there to give a feeling of progress. I'm definitely changing up the UI. I like your ideas for the different things that could spruce it up a bit. Thanks for the feedback! :)
The game lags unless I right click and set the quality to low (for some reason the in-game high/low quality option doesn't seem to do anything when I change it?), but other than that it is another great Cube Escape game. Although, I could have done without the heart attack at the end when I was too slow to throw fireflies at the shadow XD
I've played through the entire series and yet for some reason my brain decided the most illogical thing about this game is that the old woman had enough hair to knit so many things.
Last chapter got a bit laggy after a few attempts and I had to reload the game so it would even be possible to complete within the time. While I don't mind it being timed (it can make things a bit more exciting to race against the clock) I do think the time limit in this case is a bit too tight; you have to know exactly what you're doing to have any hope of completing it in time, and even then it doesn't allow for many misclicks (which are much easier to make when you're panicking). It gets irritating to do the same level over and over because you can't move you mouse fast enough.
The hand-drawn style of the game is fun but the actual gameplay can be a bit annoying. The shop especially is confusing to use and you can easily find yourself wasting money if you are not paying attention. It would be nice to have something pointing out to beginners that you need to equip new purchases using the relevant button as a lot of games automatically make the new purchase the selected weapon. Even more annoying is the way the shop defaults to the most basic weapon, rather than the ones you were last using - it's extremely easy to accidentally waste thousands of $ on bullet upgrades you're not going to use, which means even more grinding to save up for the upgrade you actually want and the game is grindy enough as it is.
For unlocking Dark and Holy banners you need to unlock Dark and Holy runes (the rune paths you need to buy to unlock them can be seen by looking at the help; you need to reset to then be able to buy the runes you have unlocked). Once you have unlocked the runes, buy all the Dark runes to unlock Dark banners and all the Holy runes to unlock Holy banners.
@Drahken, You can get both Dark and Holy banners. Do a run to unlock Dark runes if you haven't already done so (click help and buy the runes it shows for unlocking Dark) then reset. After the reset you will be able to buy Dark runes - buy them all to unlock Dark banners. Then reset again and repeat, but for unlocking Holy runes/banners. Then enjoy the substantial boost from all those +5% income upgrades you can buy with three different types of banner :D
@Toa_of_Pi, Some of the runes offer production bonuses based on the number of merits you have, e.g. the first Light rune increases income by 0.1% per merit. Other than that, they seem to be mostly about the sense of accomplishment you get from completing achievements.
@lordelian, Once you have bought all the runes needed to unlock dark runes, you need to reset. A new rune set - the dark runes - will then appear as options when buying runes. Buy all of the dark runes to unlock the dark banners (presumably light runes work the same way, though I haven't tested it yet).
Could we have some more info about b.banners? I'm trying to work out what affects the rate at which we earn them but so far I haven't been able to work out what is happening differently when I'm earning them at different rates. Sometimes I'll be gaining 2bb every 10 seconds, then it will change to 0bb in 10 seconds, then become 1bb in 10 seconds - and as far as I can tell, there is nothing changing when these changes in rate occur (I've even used an auto clicker to make sure I'm clicking the same number of times per second, in case that affects it). All I've really been able to work out at the moment is that I seem to gain them faster when clicking than when idle.
It would be good if we could have some sort of upgrades and/or spirit specific to battle, e.g. shield health reduced by x%, +seconds to how long it takes for regeneration to work (e.g 10% increase in health in 10 seconds, rather than 5), poison appears less frequently, etc.. Or making some kind of upgradable spirit/totem (possibly a talisman?) that would do a similar thing (e.g. be able to choose either an anti-shield, anti-regen or anti-poison talisman that could then be upgraded using gold or b.banners). It would make battling a bit more interesting than just waiting for your income to get high enough to beat the next stage.
It is pretty enjoyable so far, but trying to understand what everything does is a case of 'click it and see'. It would better if the mouseover boxes contained a bit more information, such as what does battling do and how does it work? What do coins do? It would make it easier to decide what to do when.
The game needs to be much smaller. At the moment it is difficult and extremely annoying to play without zooming out and there is nothing about the game that would require an extra-large window anyway - the graphics are simple and everything can be seen clearly even when at 25% of the current size. The game itself is ok, if pretty basic and only takes a few minutes to complete. I don't quite understand why the final worker you can hire is an astronaut, it is out of place when the other two workers are digger and miner - it would make more sense as something like 'researcher' considering the aim of the game is to cure the zombies. Also, it wouldn't hurt to make the upgrade buttons a little bigger (once you've reduced the window size in general) - they are quite small considering the amount of empty space around them.
Cat + Xmas tree = Hours of tree redecorating fun! I love the game, it's just difficult enough to make you put some thought into it without being so hard it takes ages to solve or becomes annoying.
I'm planning on implementing a level system like that. I'm not sure how it will influence the game yet. Right now it's just kind of there to give a feeling of progress. I'm definitely changing up the UI. I like your ideas for the different things that could spruce it up a bit. Thanks for the feedback! :)