Honestly, the quality of the puzzles in this game are so far below the level you've demonstrated in previous editions of this series that it's saddening. The two main mechanics relied on in this game (swap blocks and locked blocks) are both pretty underwhelming. Neither brings any real depth to the puzzles as much as they just force a lot of tiresome slogging. You had a whole arsenal of mechanics from previous games that you could have brought to bear here, but your decision not to is... disappointing.
I love this, plain and simple! It doesn't hold your hand and it doesn't apologize if you miss an explanation because you weren't paying attention. While the majority of the Incremental games crowd will probably be frustrated as heck with this game, I find the game trusting me to figure it out to be a refreshing change of pace.
A major issue that does need to be fixed, however, is the family training dropdowns. Each skill is listed what appears to be hundreds of times, causing serious lag anytime the dropdown is used.
If you were going to take the time to alter the game by adding in a scoring mechanism (which doesn't really make sense for a puzzle game like this), why would you make no additional changes in the form of new puzzles or other features to set it apart from your two year old work.
Hey, yes it was. As the first build is about to be wiped again to test multiple map design. This version will remain as is, with saves intact. The first build also had dev cheats enabled to help test the game.
It concerns me that every ham sandwich I'm making contain 2/1000ths a loaf of bread, half a slice of ham, four pieces of lettuice, but THREE FULL JARS of mayonnaise.
I want to question why you didn't think gameplay was necessary here, but I suppose I shouldn't really expect anything more from someone who thought it was okay to just steal a bunch of sprites from old Zelda games. Side note, you credit sixteen people for help with seven NPCs. How on earth does that even math?
I'm not sure how you managed to rip off the gameplay of an 11 year old hit (Boomshine by K2xL) and managed to make it unfun. The game's scoring is extremely unintuitive and you make no attempt in game to explain that players are aiming at weird snaking chains as opposed to clearing the field. Even once you understand the game, the variability in scoring is too wild for an incremental game. A 'good' round nets 10,000 times the income of a 'bad' round and is enough to buy every upgrade in the game. Additionally, due to the chaining aspect of the game, the 'pop time' upgrade actually hurts the player since it results in your old and low scoring bubbles blocking access to your higher scoring bubbles for longer.
I would recommend adding an option to de-spawn a bubble when it triggers a new one and rebalancing your costs accordingly.
Adding such a de-spawn option is an interesting idea, along with some other types of options perhaps. I didn't know the game Boomshine, by the way. I don't see how the idea is ripped off either, as the purpose is completely different and there's no concept of "weird snaking" chains.
I don't know whether it's more disturbing that my hermit ritualistically murders all his goblin friends for more arcane power, or that he occasionally resurrects them and forces them all to run laps before repeating the process.
Overall enjoyable with a profoundly annoying final level. While I can see that all of the corner gems in the letters are shaped like 1:1 connections, this is the *only* place in the game where a corner gem behaves in this manner. The result is that your thank you message is quite disharmonious and feels unpolished. Not exactly the best impression to give right before advertising a continuation.
Really like how this is turning out. I especially like the balance you've struck between idling and anti-idling. I also like the idea of your achievements providing a tangible benefit by speeding up the timers (to the point where I can't click faster than atone/chat/flirt gives hearts), but I'm not a huge fan of the need to reset to take advantage of it. It just doesn't seem to fit the feel of a dating sim all that well to start over so often. Especially with how high a player aims to take the job and hobby stats. I think that items at the upper level give far too much benefit for how expensive they are (I can idle half the day while I'm at work and come back with ten times what I need to max out any characters I'm on). I know you already said you were still balancing that, but it's my take on it.
Overall, I think you've made a very enjoyable game that should only get better the more you guys play with it.
Thanks for your comment, that's so awesome you're liking our game ^^ Yeah the time travel thing is funny, we might add more dialogue to make it like an ironic thing or the girls have deja vu, but it is different from your average dating sim. Trying to strike a good balance of that genre and idle is tricky but we're learning as we go! That's cool to know the gifts are OP (if left to idle) but you're right, it needs a more refined balance so you're just making enough to satisfy those req's.. Balance balance balance :D I hope we can tweak it in a way that works for everyone, but that's going to take a bit of time and many hours of us plugging in numbers and testing lol I'm looking forward to it!! Thanks again
It takes far too long to play, and doesn't really become fun. Match three games are fun because you can set up complex combos. This falls apart completely when you have a competator that undoes all of your planning.
Good collision detection (including appropriately sized hitboxes) is vital for a game like this to be successful. You do not have good collision detection. To throw a reference to a classic of this genre, "The triangles are squares".
ok