I like the new ability for you to use the long moving cards, such as rook, queen, and bishop, and you get to select the specific place you want to go, but I think the previous version where you drag towards a certain direction and it moves that way would still be nice, as a quick way to move, since most times you use them you're wanting to travel the full distance you can.
This game, to me, doesn't seem hard. It just seems punishing; a lot of the jumps feel near pixel perfect where you just have to try to find the perfect area to jump, with very little skill gain required to progress and more just blind luck. Some of the hitboxes seem weird as well, once died when i was far above a spike, and even assuming a square hitbox I shouldn't have collided with the spike.
Hey Cultel, thanks for your feedback. There is a really troublesome problem with the game, where it takes a frame to process the collision you had. What this means is that the player collides, and then the runner keeps moving for 1 frame, sometimes moving away from a collision making it visually seem that you didn't collide. So in reality, you really did collide, but the game is making you think you didn't visually. I'm very sorry about this, and the way it is set up I haven't been able to fix this. I spent days trying to fix it, because it causes players to become frustrated. The hitboxes are actually all smaller than the sprite, that includes the runner and the objects, so there's even is a bit of room left. Again my apologies, but fixing it is hard because I'm stuck with Unity's processing speed and a fast game, it really takes 1 frame to process the collision and deathtrigger.
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EDIT: I am actually working on something for this right now!
...EDIT2: Hey Cultel, this is fixed now!
A way the anti-monster square man could be improved while still not letting them see the monsters at all areas of the map, if any square sees a monster the anti-monster square will go to that area to try to find it. Right now the anti-square monster spends most of the time in the opposite corner as the monsters, while the good collecting squares get killed far too often.
To iEpulsion: There are better ways to limit the effectiveness of autoclickers, ones that dont also punish regular players. Simply limit the number of clicks you can do per second, much better solution than making the enemy invulnerable.
For some reason, if i get my Sentry gun's fire rate high enough i start to fail levels that i previously was able to pass easily when running on 6x speed.
@smarmie Well of course that's because you need to go into the menu and click save! Go into the menu that, on the green screen, completely disappears, so you can't click save. Perfect design, eh?
So, because this game has Elixers, Gold Bugs, and Shards, you reduce the amount of energy/s we obtain? It's hard not to feel like this was mostly to add a few items to incentivize spending kong credits, which honestly feels more like a pay to win feature than improving the game.
One thing that would be useful is some information, such as how much a worker's Salary is, or how much they sell it for, or how fast they sell the product. Right now you just upgrade things with no idea of what it's at or what it's going to.
If i am currently trying to crack one certain network, and while waiting for that to finish i probe for the port of another network, when the network i was trying to crack is finished the network i was just probing gets cracked instead. I feel that's not supposed to happen
Fun little idle game i wish more people would make, something that has an actual reachable goal in it. So many idle games nowadays just keep pushing you further and further so much that after weeks of playing you finally have to get bored of it, so it's nice to see an idle game that ends before it gets too boring to play it.
Hello Cultel, I totally agree! having reachable goal is very cool sometimes :D but for "big clicker game", having no max make people stay and spend some money to be in top player I guess. Business is bunisess.
Anyway that dont apply for my little game and it's nice to see you having some fun playing it!
I have to say, it's annoying to see how bad at everything your character is.. I think something sounds like a great idea then it ends up being bad since your character is horrible at everything apparently.
This game is perfect!
If you love nearly pixel-perfect movement and huge wastes of your time, then it is perfect. Decent game overall, but just way too exact for me to find much enjoyment in it.
Hey Cultel, thanks for your feedback. There is a really troublesome problem with the game, where it takes a frame to process the collision you had. What this means is that the player collides, and then the runner keeps moving for 1 frame, sometimes moving away from a collision making it visually seem that you didn't collide. So in reality, you really did collide, but the game is making you think you didn't visually. I'm very sorry about this, and the way it is set up I haven't been able to fix this. I spent days trying to fix it, because it causes players to become frustrated. The hitboxes are actually all smaller than the sprite, that includes the runner and the objects, so there's even is a bit of room left. Again my apologies, but fixing it is hard because I'm stuck with Unity's processing speed and a fast game, it really takes 1 frame to process the collision and deathtrigger. . . EDIT: I am actually working on something for this right now! ...EDIT2: Hey Cultel, this is fixed now!