I still have to see some of the implementations you are planning, but I think it would be attractive to have a currency reward (gold, souls, xp, shells, nails...) that we can hoard and spend on a shop or something. Classic, but it will add extra motivation to keep making runs. Maybe there could be a pet in the shop, aesthetics change, starting gear, bonus to drops..
Thanks for the feedback! That's not a bad idea. In some ways I wanted to experiment with how far I could get with this design as is (upgrades strictly from clearing stages). I was hoping people would be enticed enough to keep doing runs to clear nodes and get upgrades but I do agree that I can be deflated if I do a run but fail to conquer any new stages. Gold would certainly help bridge that progression gap but I think for this game I'd like to try hitting a different audience than the grind audience. I consider this game more of a puzzle game in some ways as to figuring out the map and how to push through it. I do think your last sentence still fits my design perfectly. My current path is to add in a couple things to the mid/end-game including starting gear though suggestions could sway me.
If you go back to an easier level when you're about to die the HP is at full after a couple of kills. This is faster than the 30sec penalty. I don't know if this is intended
Yep that's intended, since the game doesn't have combat for the core mechanic, I wanted to put more emphasis on loot selection and map movement. I tried to build in a variety of tricks the player can use on the map to optimize their run.
the scaling is scary.. I tried to have the magical 3x activated always by clicking it as soon as it finished, but the times I have to click raise exponentially (3x). Better to let the timer reset, and then go again.
the highscores show levels unlocked, not completed. Nice quick game, I like the physics of it: you can make the hammer do a curve trajectory if you move vertically.
nice game :) It it a bit of a mystery whether a current path unlock something or is a dead end. Perhaps a friendly warning could be seen after a while.
There should be events no matter which path you take, but the ends of the paths should probably be clearer. I would like to add more events and ends though :)
I agree with xyzabc; fun easy volleyballish game. Also, note that sometimes the space doesn't trigger a jump. You might wanna check combination of keys with the keylogger or something.
I think that business sell value should increase the longer it is up running. It's not the same a start-up than a business that has been on the market for 5 years. It would be nice to be able to set an amount of investment with a button (1-click) instead of aiming with the slider; for example, say I want to invest 50k in different stocks.. right now it is not easy.
nice little game! Tip: it can be dangerous to level up the difficulty too much, so try to have a spare scarecrow ready to find that sweet-spot of challenge vs benefit.
Thanks for the feedback! That's not a bad idea. In some ways I wanted to experiment with how far I could get with this design as is (upgrades strictly from clearing stages). I was hoping people would be enticed enough to keep doing runs to clear nodes and get upgrades but I do agree that I can be deflated if I do a run but fail to conquer any new stages. Gold would certainly help bridge that progression gap but I think for this game I'd like to try hitting a different audience than the grind audience. I consider this game more of a puzzle game in some ways as to figuring out the map and how to push through it. I do think your last sentence still fits my design perfectly. My current path is to add in a couple things to the mid/end-game including starting gear though suggestions could sway me.