Fleet balance seems odd. With similar builds, going from Corvettes to Frigates almost doubles health, doubles damage, but halves ship count. Going from Frigates to Destroyers is about 1.5x to damage and health, but halves ship count. In sufficiently large fleets, using any larger ships seems to be a net loss of both health and damage, getting worse as the classes rise. Dev, am I missing something that should make large ships more compelling?
You are right, i've just rebalanced ships naval capacity. Now larger ship require less naval capacity. Also bigger modules have a small bonus, for example a medium weapon do more damage than 2 small.
Seems like production of the major resources scales up a lot faster than the rewards for playing do. Letting the game sit idle is as profitable as - and as much fun as - actually playing the game. It would help if there were a clear reason to play - a resource (say, EXP) that can't be produced, or some progression system that only works through gameplay.
Fantastic, through and through. Only one minor quibble - the game's presentation in the list page made me think I'd be playing as a dragon, not just upgrading one. (I wanna play a game as the cute pixel dragon.)
AutoSpring doesn't seem to work consistently. With autospring 15 and spring 10, it only triggers autospring about 1 in 4 times that the map is cleared; the other 3/4, the game sits there with zero trees and the icon active.
Either Autospring has strange and unexplained conditions, or it has bugs.
Also, one way to fix the "bots may get stuck when triggering Spring" issue would be to automatically run a bot pathing reset after every Spring. This shouldn't have any negative effects on the AI, since the prior state has zero valid targets anyway.
Haven't even gotten to the game yet, and every single option available for the female character screams "sex object". Mini-tie vs corset. Miniskirt vs panties. Absurdly high heels. Posture that emphasizes vulnerability at the expense of comfort. Noooooo, thanks, not comfortable here. Please just draw women as people, is that too much to ask?
Hm I can't really draw that good myself so I bought the images. The one who drew it isn't available anymore so I can't really change it anymore. Although I don't really see anything bad with it. Imo it is more cute than anything else. It is japanese anime style and most people until now liked it. You also can just choose the male character instead if you don't like the female.
Entertaining - for a short while - but it feels very slow, and worse, it feels laggy. Framerate changes dramatically between different menus, the inventory being one of the worst offenders, and the game itself rarely gets above 20FPS. If the game played smoothly, allowing the mechanics to really shine, I'd be much more enthusiastic about this game.
Really enjoying the game. Would be cool if the upgrades had some visual impact (changing the attack model or unit model, multi-projectile effects, etc). The cycling system is weird, though. The order has problems if you change directions, and it doesn't respect when you click-select a unit.
1) Seems like tab or shift-tab selects the unit at the current index, then changes the stored selection index, when it should instead be selecting the unit _after_ changing the index to prevent weird ordering bugs
2) Click-to-select should probably change the tab-select index to the selected unit, instead of jumping back to the last tab-selected unit when you press 'tab' again
I feel like it would be a lot more compelling if there were a good reason to set up epic combos. After hitting the perks at 5 or 10 of a color, the rewards just seem to scale linearly; minimal difference between a 25-combo and two 12-combos that never meet. So there's not much motivation to actually play rather than letting the computer click randomly.
The game is simple and charming and the mechanics are fun, it's just hard for 'fun' to outweigh an absence of positive feedback for manual action.
The different investment tiers increase in cost at different rates; lemonade stands increase in cost by 1.07x on each purchase. Newspapers increase by 1.15x, car washes by 1.14x, pizza by 1.13x, and so on down to 1.07x for the oil rigs.
Because they all increase at reduced rates (excepting lemonade), everything from newspapers to banks outpace oil companies in cost between 267 and 277 units owned.
Great art style and a nice little game. It was quite well polished, but I had to dock a point because of compression artifacts. Low quality JPEGs have no place in a clean art style like this.
Regarding a cheap but high-gem ore, bear in mind: the higher the tier of ore, the longer it takes to break but the more money it gives. The corollary being that the lower tier of ore you're mining, the quicker it mines (and the quicker it yields gems) but the less money you get over time. So in essence, that's already something you can do.
I like the premise, love the mechanical execution of the game elements, but actual depth falls short. The towers are relatively plain and seem oddly balanced, it gets incredibly grindy after the first couple games, and the player doesn't have anything to aim for besides an ever-increasing score. I honestly feel like something closer to the style of the original Gem TD (larger scale, more possibilities, and an actual set of waves with special minion features) but with the mechanical improvements found here (moveable towers, well-executed upgrading and combining, speedup, encyclopedia, maybe persistent upgrades and such) would form an incredibly enjoyable experience. 3.5/5, rounding to 4, because of the lack of depth past grinding; a bit of work on that would have gotten an easy 5.
uberpenguin, my main gripe with her was that she didn't seem to be good or caring on any level. She's hostile to the point that her sparing and helping the fairy seems like the opposite of what she'd do, and that's her entire involvement in the game.
Quite a nice game, overall. Just a couple comments:
1) In mouse control mode, there isn't any reason to make the player mouse-over the ship before starting or after ending cutscenes.
2) Some numbers on stats would be nice to see in the shop. Relative increase is nice to know, but more detail is typically appreciated.
3) The music is very nice, but diverse enough in sound that suddenly jumping between music can be jarring. A crossfade between music tracks, or just a fade-out-fade-in, would sound nicer.
4) If you're going to take the time to make a story, it's typically good to have the main character be likeable. "Badass" has its merits, but Alma is downright mean.
5) For games where levels can be replayed to improve score / earn money, it's typically unnecessary to lock a save file to a specific difficulty. A more player-friendly solution is have difficulty be changeable in the options menu, and save level and total scores separately for each difficulty.
Good feedback--the kind I wish I'd had over at FGL. :) Anyway, in response: 1) It is in some situations, however at the end of the level (or even in the beginning of each level) you're right--it really isn't. 2) I'll look into that. 3) There's a slight fadeout between tracks, but it happens pretty quickly. I might slow it down a bit, however I do like the "jarring" transition from normal stage music to the boss music. 4) This is a matter of taste, although I'll admit, it's more niche and less mainstream; Alma is hardly the light's chosen hero, the maiden of virtue, etc. I wanted to try out a smug, foul-mouthed (as much as I can get away with, anyway!) and sarcastic heroine rather than yet another champion of incorruptable pure pureness. 5) I mentioned this in another reply, but I'll do it here too. I totally agree. This is probably #1 on my list of things to look at and never attempt in a game again. The challenge will be fixing this without mucking up existing savegames.
I would love to see a series of games like this if they had a little more polish. I love the graphical style, although the characters don't really look like what they are supposed to be (everyone is wearing teenage/early twenties style clothing, no uniforms to match their jobs). I really like the oddly proportioned cars. They really change the feel of the entire game.
I ran into the same bug as Elmyr. Jumped off the screen via the rightmost building.
Overall verdict: Best history project I have ever seen.
Small problem, every time one opens the main menu (including clicking 'options' and then 'back'), it plays the "Play tower defense games dot com" sound clip. Gets kind of annoying.
Would it have been so hard to put in some kind of root menu? Indecipherable screens of colored boxes simply don't cut it, no matter how much they fit the style of the game... Conversely, the 'explosion' contradicts the style so harshly that it's just annoying.
You are right, i've just rebalanced ships naval capacity. Now larger ship require less naval capacity. Also bigger modules have a small bonus, for example a medium weapon do more damage than 2 small.