The core gameplay is solid, and this is good fun for a little while. The card system locks strong, strict upgrades behind game currencies and grind, though, and while that's the standard operating procedure for web-based CCGs, it's not exactly something I find enjoyable.
I'm no expert on poker, but should you be able to have Big Blind multiple times in a row when other people join the room? It seems like the bets should keep rotating, since Big Blind is a notable disadvantage.
I could barely hear the guy talking in the videos because his voice was drowned out by the sound of the projector running. I put my headphones on and it's fine now, but it was frustrating on laptop speakers. Subtitles would fix that just fine, but a separate volume slider for voice relative to sfx would be nice.
From what I can tell, this game has a decent amount of depth to it. Unfortunately, it's so poorly explained that I have no idea how to play it after getting through the tutorial. What actions can I do? What do they cost? Why should I do them? What am I even trying to do? What do the currency icons represent - what do they represent, how do I get them, why do I want them?Which UI elements are buttons and which are informational? You may well need to scrap your entire user interface design and start over, because as it stands now you won't reach a broader audience - they'll give up before even figuring out how to play.
I don't think using Bootstrap as a UI library constitutes ripping off swarmsim. If anything, both games are "ripping off" Bootstrap, except that's what Bootstrap is for.
Been playing this for a day now and it's really cool. Maybe consider posting it to r/incremental_games, as well. I think everything had made sense thus far, except I didn't fully understand why and how I was unlocking new game mechanics (although the description says it's based on resources, I still think it should be a little more clear in-game), and I'm not sure where I was getting my initial ozone from since the income wasn't listed anywhere.
No more loading issues =D I really enjoyed this, and the variety of the puzzles was really neat. I might give Elemental Link a look after enjoying this and Golden Scepter!
I'm stuck on a permanent "Loading files..." screen after I think room 11. I've tried reloading but no dice. Possibly relevant: the console is giving me an error that it can't find Blow3.ogg.
Oops, my mistake. I just updated something and forgot to add a file. It should work now, please refresh. (You might need to wait for the cache to get updated.) Apologies.
There's not a lot to do initially, so this falls into the "extremely idle" category of idle game for me. But then you need to check it every 10 minutes in order to idle with it. The framework is okay, but there's a lot to be desired in how the game actually plays out.
This is a very polished game in terms of graphics, sound, music, UI design, and the way the game plays. What it really needs is to bring something of its own to the core game design. Without guards, it's missing something that most games in the Kingdom Rush subgenre have - which is fine - but it doesn't close that gap with anything else. If you can add something to deepen the strategy a little bit, it would go a long way toward letting all of this excellent polish shine.
Hello! Thanks a lot for your kind words about our game. We actually think about adding guargs as well as many new types of enemies some of which will have unique tactics and motion mechanics - very likely never have been used in tower defense games before.
I enjoyed this a lot! The mechanics are simple but the difficulty is very much there, especially for a number of the trophies. A lot of puzzle games end up either being too easy or get their difficulty from needing to wrap your head around complex abstractions, but this one really nails that concrete, difficult puzzle feel.
I really want to give this game a fair shake, but random encounters with a high encounter rate, especially with the default RPG Maker battle system, are a little more than I want to slog through for the sake of getting to the story and exploration that I'm really after. Maybe consider reducing the encounter frequency so that the player only spends ~50% of their playtime in battle instead of 90+%.
Most of the story and exploration is not in monster-infested areas. Make it out of the forest, get to the first town, and things start getting interesting. Don't lose hope!
This is probably the most fun food prep/customer management game I've ever played. Eating customers is such a good mechanic for managing the workload and getting rid of tough orders, and having to manage energy with customers running away adds a level of depth that other games like this really just don't have. It's simple, but challenging enough to be fun, and deep enough to remain interesting.
This is a neat game and fun to play. I do think there's a little too much panning around (perhaps a more zoomed out graphical style would work better?), though, and the difficulty is a little on the lower end even without reusing platforms.
Having a limited number of switches ends up making the game easier in a lot of levels. Knowing that you need to flip exactly that many switches means that you can look at what switches are available and flip the ones that are going to make a difference. All in all, it's a pretty easy game and the difficulty ramps up far too slowly.
With the enemy attacks I don't really see this ever being an idle game. That said, it's still quite fun. I'd like to see a way to dismiss the notifications (i.e. click on them), an indicator in the diplomacy subsection about impending attacks, some sort of indicator regarding enemy strength and what it takes to defeat an opponent. It also seems like no matter how many battles I win, my opponents never decrease in strength - is that intended? Once the NaN issues are resolved (division by 0, perhaps?) this should be something I am interested in playing for a while.
Thank you so much for all those suggestions! Be sure this will be taken in consideration. You actually have an indicator of enemy strength when you get your cursor hover the enemy's name in the diplomacy section.
I've been loving this game so far, but I've gotten to the point where it's losing its appeal even before I get to the very end. The progression after maxing out all of the inventory talents is just too much of the same. At that point the game turns exclusively into a progression of finding better items, which is really fun and engaging at first but it requires a very active playstyle and it grows stale by the time you get to the shards tree. The shards tree offers you like a 1,000x multiplier to your shards, which isn't a whole lot by that point in the game, so it's mostly just more of the same all the way up to the next tree, and I really don't have the patience to get there, especially when the next tree sounds useful but doesn't seem like as much of a game-altering paradigm shift as previous tiers. All in all, there's definitely a lot of depth here and it's easily a 5-star game, but this point in the progression leaves something to be desired.
yes, i know this problem. sometimes game begins to be active (combo then skills then inventory). and if combo and skills was designed as active trees, inventory was designed as idle tree. but with so many required management it's still active tree now.
Sorting my inventory is very frustrating right now. If I haven't gotten, say, a boots drop for my level yet and 95+% of my health is coming from my other gear pieces, I'd love to swap in one of the more offensively oriented boots that I'm saving so that I can get some value out of the slot. The problem is that if I do that I may end up wanting to change my boots again 10 minutes later to a good health drop, and then the offensive boots I want to save are at the end of my inventory and I have to either wrangle them back up, or leave my inventory a disorganized mess, both of which are frustrating. At the very least, having things you unequip trade places with what you're equipping would make this somewhat manageable, but drag-and-drop sorting would be ideal.
Just a tip for anyone who's getting stuck with slow progress: don't generalize into all of the resource skills. They get more and more powerful the more points you invest into them, so you're better off maxing out one of the "flat bonus to idle resource generation" skills ASAP. Do one of the main four resources and then sell it to buy the other three. You can respec into weapons later when you want to push tower progress. The basic resource buildings get increasingly effective, too, so push those as high as possible.
OK noted - thanks.