when enemies get the player nothing happens (no lives lost, no more shooting), then if you enter the shop and leave, you get to start a new wave. It froze at wave 28.
yep, Absorber was inspired by "That Time I Got Reincarnated as a Slime". This game seems to be a nice take on this, with the option to turn yourself into various forms for added challenge and flexibility. I can't wait for the extra content! :)
Nice little growing/evolving game, and with no graphics! Some monsters gave negative xp, but not a lot, I don;t know if this is intentional. Still trying to drop some artifacts or discover the last evolution slime.
you could add a level in outer space, where things would float around and you'd have freedom to put whatever configuration, and the physics would be different from the levels we have now. Or underwater (more drag, slower)
Nice fast action quick game. It's like a little time machine back to arcade time. There was a glitch once when my character was taken down at the final castle door: the boss appeared with the initial npcs. I think it is good that you capped the skills to keep a little bit of a challenge; although not that much if you just charge through and get the right attack combos.
Right now there's not much difficulty catching fish with maxed stats, so you can fish any of them as soon as they spawn. With that in mind, and as much as I like the extra money, I think that 60 is too much, if it was made for balance reasons, since you can get almost 3.6 times as much money spending the same time with swordfishes than with shrimps, for example. I would understand a high reward if we had to work for it, and without changing much, this could be to really have to dodge swordfish or hunt for bass, instead of being able to idle for a bit. However.. if the plan is to allow for some chill fishing, that's perfectly legit too. And as a foot note, the best reward comes from fishing multiple kinds of fish in a loop route.
Thanks for the feedback on that one! I made the change after a suggestion regarding the effort to reward ratio of the medium fish vs the small fish. It's definitely a tricky thing to balance because like you said, at max level, all fish are rather trivial to catch and the only thing that matters is the fight duration. Ultimately I decided to go with that idea because I figure I should try to balance for the weaker player progression. Also, I thought about actual RPGs, and usually the best things to farm are the harder mobs rather than ones you find earlier in the game. 60g IS a big change from the 20g that it used to give, but I've always liked Sid Meier's rule of balancing, which is to just double or half numbers so you can see appreciable differences. I REALLY love that you brought this up! You've been giving great feedback all week.
Looks nice, the few pixels that compose this game; it would be nice to have it at least fit the game screen so that when we zoom in it is easily done. There seems to be no delay for missile launches, so you can just spam every other letter and have an impenetrable wall of explosions. Also, playing with more "finesse", just focusing on one height (number 4, for example) and checking the letter is sufficient. I couldn't seem to be able to quit, see my score or die. Lastly, it would be nice to see the city destroyed bit a bit. Overall (tldr), the aesthetics and ambience look good, but the gameplay lacks feedback for the player, and is not challenging enough.
The controls or game physics (jumping, mainly) don't look too comfortable for me. Perhaps a bit faster with more control (acceleration) and with more friction could make it more comfortable imho. I would also include some feedback on health.. it can be a bar, or it can slowly tear down the mushroom cap, for example. Nice environment!! The music, graphics.. good olde times :) PS: nowadays, being able to mute a tab in the browser I don't think it is that terrible not to have a mute button, although it is indeed a typical request.
I keep doing levels without any sense of progression or challenge. The game runs smooth and the controls are easy (although I would also enable arrow keys). I don't know if later on in levels there will be any more changes such as "enemies", or different planes, portals, tiles that fall when stepped twice.. just ideas that come to my mind.
Will do an update to fix these things asap!
and yes ill be introducing many more mechanics if i do get a good response on this one. :D
thanks for playing!
If it is the same in Chinese, they say a zero if there is at least one 0 between digits. I am not sure about Japanese. So they wouldn't say 一百一 for 101, but 一百零一.
the mechanics feel a bit sloppy, hard to control. Not sure whether to point out the huge penalty for death because I think this is on purpose.. but it seems there's no sense of achievement other than a new level loading; no progression within the same level, and no feedback for finishing one. Were torches initially thought to be save points for spawning?
I have fixed it YOU NOW TAKE DAMAGE but not sure how to fix the wave thing i have tried but i will keep trying