Endless mode is a great addition to this fun little game, you should add a button to return to the menu, so the player can change between endless and normal modes
Pretty Good so far, Achievements are rather obtuse, Im not sure what exactly I need to do to earn them, and the progress on the shapes especially is unclear, also, Adding the income gained to each achievement would be helpful. On the polygon screen, could be interesting to give bonus rewards for getting certain combos or sequences of shapes, perhaps clicking on different parts of the screen gives different odds on which shape appears. Would also be good to have a portion of the screen always available for clicking, perhaps the 'i' area in the bottom right, could function as the 'polygon' screen when otherwise empty, allowing the player to both click and view another screen at once. As it stands this is a strong game, and im am intrigued enough by what features I have unlocked to stick around to unlock them all. Good job keep up the good work!
The various data icons are interesting to the point of being collectable, perhaps add a gallery of 'destroyed' data, rare but faster data forms ect, promising direction for scope increase and expansion of content
Interesting concept, missing a multi buy feature, visuals could use some work in so far as the green of the HUD elements is not well defined against the white of falling data, especially when there is lots of data , I would reccomend an option to hide most of the elements of the HUD so just the 'ship' and the falling data is visible
Best New idle game to grace this site in quite some time, fantastic concept, well executed, nailed all the standards of the genre, might want to look into optimisation, possible memory leak or overflow error, got odd crashes on Chrome
Congratulations! You have brought me significantly closer to a mental breakdown! I can't tell if this is a biting satire on the nature of video games, a meta-meta analysis of the genre, or you literally tried your hardest to make a swell game and failed spectacularly. This is the kind of thing that spawns regressive internet enclaves and 16 part video essays. Or its garbage. Whichever one it is, it is beyond me
This game technically is an idle game, but is incredibly basic, low quality, shallow, and has no redeeming features what-so ever. If you think this is the best you can do, please stop. If you think you can do better, why haven't you? This game adds nothing to the genre, has no new concepts or twists on the formula, and is undoubtedly not worth the time spent watching the advertisement video
Recommendations Cont (again): 1. Might be cool to add a "research timer" to those upgrades so it appears they are, in fact, being researched, or even have a box kill or damage requirement once purchased to take effect
2. consider lowering xp requirements per level, and raise the amount required to prestige for balance reasons.
Finally, This game is more than decent, and it shows great promise and potential to become good, possibly even great
Recommendations cont: 1. Consider having option for boxes to spawn in waves rather than immediately, or on a timer with bonus coins earned if no boxes are present on screen (after the container is unlocked).
2. Consider adding alternate camera angles or even a free camera that the player can pan and tilt
3. clarification is needed for what exactly the bomb upgrades do in terms of numbers (i.e. how much does the bomb power increase?) and also for the point cost of prestige upgrades
4. Quality options are always good, with a low setting being sans pieces of dead box and reduced quality of explosions, simplified physics, and a lower cap for bombs on screen
5. replace "hold button to buy many" with "hold *z* to buy 5" ect
6. allow autothrower to be targeted with the mouse, perhaps add an option to "set to last manual throw"
Interesting game, have a few recommendations: 1. the destroyed pieces of boxes need to be more visually different from the intact boxes, perhaps add a burnt texture or give the whole boxes outlines, also, when the pieces despawn, have them fade out very quickly rather than just disappear.
2. Consider adding the option to have the boxes spawn in at random spots, rather than a predetermined grid, this would keep players engaged, throwing their bombs at clusters of boxes as they appear rather than at the same spot.
3. the collision with the boxes and bombs is good, but I would recommend adjusting the physics so that the surfaces of the boxes does not act like a trampoline, and also consider adding collision to the box pieces and whole boxes? looks weird to see them clip when new boxes spawn in.
4. Consider adding an upgrade for some kind of 'aim-assist' feature wherein a projected path is displayed when moving the cursor over the throw area.
Clicking faster than the game can process results in those clicks queuing up to to great an extent, recommend clearing the click buffer on boss kill at the very least, or limiting the amount of queued clicks to 20 or lower
1. Having the first button start off automated makes it confusing as to what 'use - leftclick' and 'per click' are referring to, recommend having this automation available as an upgrade for like $5 instead
2. When new buttons appear, it kinda sucks that they dont earn anything untill you purchase at least lvl 1, recommend changing that so there is atleast a small reward to having them appear that is immediately accessible
Which links into my next point, in that it is insulting to the player to not have a manager available for the starting business, I can see you're trying to hold player engagement, but doing this by removing genre standard features is a bad move. I would suggest instead that, when a manager is obtained, the player's clicks then serve to take a portion of time off of the countdown, scaled to the countdown's length, and then have an upgrade to enhance that.
Speaking of upgrades, 'launch' and 'marketing' don't really need separate tabs, as both sets of upgrades serve the purpose of increasing cash-flow, and there definitely should not be horizontal scrollbars present anywhere in this game, work the upgrade tab(s) into a vertically scrolling list, have locked options greyed out, and have purchased upgrades moved to the bottom of the list or be removed to their own tab for 'purchased upgrades'/
2/2
A promising game with potential, currently has a few glaring flaws, while I applaud you for having a coherent art/aesthetic direction, too much is hard to read or interpret, too many different fonts, UI elements that blend into the background, to start with.
The UI needs to be reworked, the 'side menu' options should be fixed with an option to toggle 'hide', not require me to click a button to show the menu, then another button to select a sub-menu. furthermore, the product launch upgrades should close their little windows when purchased, as a general design principal the UI should be structured to require the bare minimum of clicks.
1/2
A promising game with potential, currently has a few glaring flaws, while I applaud you for having a coherent art/aesthetic direction, too much is hard to read or interpret, too many different fonts, UI elements that blend into the background, to start with.
The UI needs to be reworked, the 'side menu' options should be fixed with an option to toggle 'hide', not require me to click a button to show the menu, then another button to select a sub-menu. furthermore, the product launch upgrades should close their little windows when purchased, as a general design principal the UI should be structured to require the bare minimum of clicks.
1/2
- cut out dead space and condence/combine content where possible
and for the love of god, Company logo in the bottom right, Title in the top left
Thanks for feedback. I will change that. It is in fact a bit confusing at the start.