Also, is there a particular reason I go through black pepper at a faster rate than flour? Is that indicated anywhere?
This seems like a great game at at its core and the UI even looks good, but I think it needs some serious user testing. It's not as intuitive as it should be.
This is a wonderful game, but it has one huge problem: there is no advantage to getting better pickaxes in terms of farming gems, so therefore this game becomes simply mining gems on any rock. It would work better if better materials had a higher chance of giving gems, or gave more gems by default.
Just to confirm: I'm at the point of the game where I've spent some UP. I'm not in beyond yet. When you get 1e16 happiness a "Go ultimate" button pops up. For me, it gives 4UP. Is there any way to get more than 4 UP right during this run, or are you stuck to that small number of UP each round?
This game is such an interesting idea but... you don't have to put any thought into it.
I think a more interesting version of this game would be where you can fight enemies infinitely and it would be up to you to figure out which enemies you have to grind to accomplish the next challenge.
I am up to stage 12 now. So far I am REALLY enjoying the game! It is simple but very satisfying, looks great, and feels great. The thing that is most fun about it is the powerups, they are random so sometimes you just become a killing god, which is so fun!
My greatest issue for this game is the lack of explanation of things. The fact that the bubble upgrade is a huge debuff (just a simple message saying 'FIRING DISABLED' or something would explain it), and that ships damage you if they get past you, stuff like that. I'm also not sure I like the idea of a debuff existing in a game like this, if you get it at the wrong time you will die because ships will get past you to the shield.
Also having an EXP mechanic that either does nothing or seems to do nothing is odd design!
Anyway, keep it up dev!
Hello! Thanks, really missing information such as an animation with dialogues between the player and enemies etc. But as they were free graphics I could only do that. Still, this is the first game I create in this style, so I think it's good, I'm sure to get better in the next game, because I already have a lot of feedback from the players, it will help me a lot, as well as your feedback too it is very useful! Thanks for playing and glad you enjoyed it.
Now that I have played a bit further another extremely annoying thing about the factory is that you can't type in any number 10 or higher into the cells... Please fix.
Buying new rows/columns in the factory is infuriating purely because of how tedious it is to pick roles for the new cells. PLEASE PLEASE PLEASE add click and drag or some way to apply it to multiple cells.
Really fun game for what it is ... simple but satisfying. Maybe this changes later, but it would be nice if you had more choices for prestiges after the first 3.
Oh, to add on to my previous comment, another good prestige upgrade would be the ability to end a level when something like only 1% of humans, or just a flat amount like 10 humans, are left. That way you avoid the ridiculous last 30% of levels that you can easily dominate where your horde slowly chases the 2 humans left alive.
You've got a GREAT game here but I think the prestiege mechanics need big improvements. They don't really help you get much further the next time because they are all linear improvements whereas the difficulty of levels increases much faster. It can be hard to balance prestige, but I think some quality of life prestige options could really improve this game: the ability to autobuy upgrades (especially blood), the ability to place multiple zombies with one click (assuming you have the energy of course). These two upgrades can be relatively expensive to actually give you something to work for (let's say 5k or 10k points).
In general, I also think prestige would be better if instead of linear increases, ranks doubled the effects of previous ranks, with costs being more than double of the previous rank. Then you'd have a gameplay loop where you hit a wall, prestige, and can actually get further next time.
But like I said before, GREAT game! Really enjoying it.
Wait, so when you reset, you double your production... but the base prestige requirements are also doubled... so what's the point? Am I missing something?
This game's UI is something special. At first I was fumbling around totally confused, but after only a few minutes it clicked and started to feel very fluid and organic. Love it!
This game can softlock in the level "Blockade". Right after the checkpoint, push the block off and then to the left. At that point it is stuck. Push the block all the way to the left to kill yourself in the fire in the next room, but even when you respawn the block is still in an unusable position.
Hello! Thanks, really missing information such as an animation with dialogues between the player and enemies etc. But as they were free graphics I could only do that. Still, this is the first game I create in this style, so I think it's good, I'm sure to get better in the next game, because I already have a lot of feedback from the players, it will help me a lot, as well as your feedback too it is very useful! Thanks for playing and glad you enjoyed it.