Nice concept, and pretty impressive for that short time! An extended version looks very promising. I am sure you already have lots of ideas such as different ammo, weapons, special powers (slow time, reverse time), etc. Looking forward to it!
the "report missing achievement" link is nowhere to be seen :( I remember playing this game, it was nice. Too bad it is now drawing attention in the wrong way because of a broken feature that's out of its reach.
For an idle, either the resource management is improved (as in being able to perfectly balance the consumption), or maybe it is done automatically (by assigning a logistics person, maybe)
It has been said already, but in case the devs missed it, the crew members can't be unassigned, even after recalling. Not the specialists, the crew members. Also, a way to organize fleet or sell them could be nice.
The atmosphere looks very appealing, and the plot.. relatable, at least for now. Too bad it crashed when talking to the snail. I'll definitely give it more chances; I can't wait to dive into this story :) (PS: you might wanna have someone check the spelling)
Having feedback on actions is something I would appreciate. Perhaps a burst of black smoke when a reaction fails, or a sparkly one when it is a good reaction. It is interesting to see some science here, although it is pretty capped. Since it is labeled as "test" I dare not comment much on the limitations of this game as it is.
It was nice, although straightforward and rather short. Maybe the description boosted the expectations. Really nice ambiance. I would love to be able to go back with the right mouse button, instead of having to aim and click the arrow each time; it would be more dynamic and would break less the atmosphere imho.
interesting mechanics! If you add a shortcut for a pause (p, ESC..) and mute (m, s...) it would be really appreciated. The weapon feels overpowered, since barely any aiming is needed, like the old saying goes: "fanning waves of projectiles away keeps the zombies at bay". I think it would be nice to show some permanent token (like a medal, or achievement) when the game is finished. Right now if I come back I just see what I would see if I had fallen before the ending, restarting at the last savepoint. Nicely done overall, feels pleasant to play.
Oh, same feeling as the last game I commented, but this is better. Graphics are really nice imo. I think it's nice to have a story, and to have a bit to explore. There was no challenge at all as it is: you just kill the enemies in 1.1 shots before they even reach you, and for the final boss, just going around it and pressing space did the job. Awesome atmosphere! (regarding the music, texts and graphics) // Is the multiplayer broken atm?
Graphics are nice. The gameplay feels a bit sluggish (slow movement, and having to spam clic), and the goal looks very straight forward, with the weird jump to further away block but keep the hero size. Shooting left spawns a fire bolt "looking" at the opposite direction. The boss offered no challenge at all, just spam click to fire fireballs and jumping whenever the same rock gets thrown again and again.// You might wanna put in the game instructions (after description) that we jump with space and can move with A/D or L/R, and shoot with LMB. // With these aesthetics, I think that adding some sort of either challenge ( with the enemies or terrain) or exploring theme (different paths/maps) could turn nice. One final note: what is this gold we collect for?
Tricks that helped me: get 3 fire items at the first node, then rush to complete other nodes always maintaining the 3 fire minimum. Then if you're fast enough (or left-right loop to have time to check all stats) farm at a purple high level place, first for equipment (stack luck potions), then for potions (I like agi and str, but int comes handy for skills). Buff yourself with potions, get 3 extra on the reserve. My final equip. was 2 of fire, wind and water. Then charge the boss.
Good strat and I love the breakdown actually. There are a lot of ways to go through this game and I mostly have little idea how players are playing the game outside of stuff like this + my own testing. You definitely hit a lot of my design points and that makes me really happy. Stuff such as using the warp zones to help with farming speed and of course utilizing fire in the end game. Since I was trying to build a game around utilizing different routes and reacting to the RNG, this is the style of play I was hoping to have in the end, and it evolves depending on what kinds of upgrades you have unlocked.
It was interesting to see different fish behaviors. Even though I pretty much rushed everywhere, I had the sensation that one of the fishes that was pretty aggressive stopped following when I remained still for a bit; interesting mechanics, if that is the case. Nice short game!
Thank you for your really nice comment casimodo. They do have different behavior as you summed it up. It was a pain to actually do them all on a short time because it was made for the LD41 jam. I'm glad you at least noticed that :D
thank