Are you serious one spends half an hour just clicking a single button to even start playing the game and nothing else? Really weak design to catch on to new players.
This is a neat idea. Some suggestions to make it more interesting with time (because it CAN get boring pretty fast at this level of content). 1) Boss fights: White Shark that attacks faster for example; or 3 very hard fish
2) Activation skills: like a temporary speed boost, or double Money/XP, or call fishes nearby to your area; slow fishes; 3) Pirates: they rob your fish!
I think the activation skills are a neat idea and haven't been brought up yet. Not that I'm hard set on keeping it a 1-button game, but I wonder if that might work as powerups that enemies drop (once you've upgraded that skill of course). Something akin to healing orbs in D3. That way you could keep the simple controls while having some additional options at play.
This is a fabulous game. Thanks a lot for a fast, engaging, experience. The size was in my opinion just right. Boss fight very well made as well. There is not even the need for a re-do button.
This game is absolutely awesome. Really innovative concept and very well implemented. I've a suggestion and a question. Quality of Life Suggestion: if the opponent has but a single item, single effect spell should have that item automatically selected, in fact you could even have ALWAYS one item automatically selected before confirmation and that would already save time. Second: Is there an End to the game? Or do the lands just keep rolling?
Once again you deliver quality play through simple, nice mechanics.
Thanks a lot and looking forward to the next installment.
A little suggestion: perhaps add some skill tree development, for replayability reasons, that would also make the "skill point reset" feature more meaningful. To make the suggestion more concrete: perhaps a Tank strategy tree / Hardcore damage tree / Fast damage dealing tree?
I don't know it it resets from time to time playing but here a spoiler: 9,0; 9,-2; 8,-4; 7, -3.
The bosses are pretty easy because if you keep enough distance they do not spawn enemies, just shoot em down.
All in all an ok game.
I think the activation skills are a neat idea and haven't been brought up yet. Not that I'm hard set on keeping it a 1-button game, but I wonder if that might work as powerups that enemies drop (once you've upgraded that skill of course). Something akin to healing orbs in D3. That way you could keep the simple controls while having some additional options at play.