If anyone else is digging the song for the second area and wants more without keeping the game open, you're looking for the one that google translates as "Power Out" on the panicpumpkin website's "BGM" page (http://pansound.com/panicpumpkin/music/hageshii.html).
It makes me happy to see another incremental in the vein of Kittens Game, but this is also very much its own game. I think you have something really good here, and I'd love to see more.
I think the heal is significantly underpowered relative to any of the other upgrades and the people having trouble with the game probably spent one or more upgrades there. I could see it maybe being useful if poisons were more of a thing, but it's pretty bad as an early upgrade. The effect is both weak (1 point of healing may be better than 1 point of block, but it probably isn't better than 2 points of block) and limited use. I can understand the reasoning behind how it is, but I don't think it would be at all broken if it healed for 2 points and that might make it less bad as a first or second upgrade.
I love deckbuilders and this one was definitely good in that regard. Very satisfying tactical combat, and I liked the cute story. If you continue on with these I will be very happy to see more!
I really tried to learn more about what happened to Doggo, but after the fourth time through the game trying various things differently I couldn't manage to find any more information :c I enjoyed the game a lot, though.
The first time through, I had no idea how anyone would buy all the upgrades in a single run. Then I looked at my breakdowns and how coins and coin combos were giving the most money, and THEN I read the tooltip about how combos are based on collecting things in a single jump (I'd thought it was just for collecting them quickly, so I wasn't ever double jumping). Second run went very well, optimizing for coin combos early, and handily buying everything. Fun game, thanks for making t!
This is such a good and cute little puzzle game. Getting gold scores (or better) can be challenging, and the progression of difficulty is enjoyable. Thank you for making it!
I think 2x upgrades are fine for power level. Having upgrades does shift the balance between Tier 1 and Tier 2 cards, generally in favor of Tier 1s, but maybe that's okay. Other feedback; by the time you can get Tier 2 cards in Haunted Woods, you already have Investor Imps, so Tier 2 wood cards that are worse than Investor Imp, especially now with card upgrades, aren't great. I think these should all be buffed significantly to be better than a maxed Investor Imp. The Tier 2 iron cards seem fine.
Back in middle school when I first learned about the four color theorem, I used to draw out maps like these with as weird layouts as I could come up with and then figure out how to color them in. Thank you for the trip down memory lane! :D
It's at least not one of those games where you have to spend real money to speed up your building construction wait timers, but it seems to mostly be an idle game and I don't find it particularly compelling as an idler. The competitive aspects might interest some people, but for me any game where victory in a player-vs-player encounter is primarily determined by how long they've been playing isn't a great setup.
Maybe add a section in Info explaining how prestige works and how it resets all the lower level stat bonuses, but not the unlocks. The concept of prestige may be bog-standard for anyone who plays incremental games, but there seem to be plenty of comments here with people confused about it.
The new floor skip feels a bit too aggressive. My current runs are skipping up 3 floors from 25 to 28 and then my team immediately dies, whereas if they did floor 27 instead they'd get plenty of experience to be able to handle floor 28. All in all, though, I think it's a great addition.
I've been enjoying this quite a bit. I think the progress is fine, with the caveat that I use a full armor tank and the rest of the team in full damage. In traditional RPG grind fashion, if real time is a commodity, getting into as many battles as possible is much more important than winning harder battles. HP and healing aren't useless, but the opportunity cost is too high for me to use them, though I may swap to a healer setup if/when I get a sixth hero. My only issue thus far is that I'd like to be able to toggle off the auto-buyers; auto-buyers are great, but they're frequently suboptimal when playing actively, and if a particular team isn't using a stat, prestiging to auto-buy that stat is a waste of time.
It's one of *those* games with the build slots and the waiting x hours for them to be built but with spending money to make it faster. And the arbitrary female character showing you what to do at the beginning. It even has random reward boxes! I played one of these for like a week ten years ago and then swore never to touch one again. It genuinely doesn't matter how good the story or the strategy is (and they aren't anything to write home about), a core framework like that will immediately hold a game back. Many of us have played this base gameplay before; it wasn't fun then, and it isn't fun now.
Thank you for your opinion. The times for upgrade or build is a normal feature of this type of games and is not something we made looking for the players spend in speed up. Even when build-times can be improved, they will still "by time". Maybe you expect a different genre of game where these features are not involved, then yes, any game of this type will not fill you. That is the thing with badges, you will need play games, which are not the type of game you like to play.
It's great when you get enough upgrades that there are no longer any bars visible, and then the game is just a screen full of harvesters flying around like confetti for your victory.
The generator placement is neat, the progression goes at a reasonable pace, with multiple currencies and varied quests. *And* it's super cute with amusing characters? I love it!
This is really hard to figure out, and there are some things that might make it easier. Gameplay Advice should be available from the start. You shouldn't have to play the game confused for 5-10 minutes before you can read the help information. It should probably also just be called Help so that people know to click on that menu. The help menu should also include an overview of the game's currencies and how and why you earn them, because an incremental game isn't particularly engaging if you don't understand how you're going to get more stuff. Progression-related stats don't seem to be listed in the help, so I don't really know what the "Upgrade Tokens" and "Region Experience" card abilities actually do, other than probably giving me some of those things (but how much? and when?)
I have changed the heal upgrade a bit.