Small bug report: Changing the target while battling while the XP gain indicator is floating changes the XP to match the seen monster rather than holding constant value as it should
Idea: Visualizer upgrade. Maybe have it include stock values, prices at purchase vs. now... visual representation of gains/losses in current portfolio?
Is there an option to prioritize worker percentages in one industry when other industries reach a certain percentage and/or surplus of production, other than "make the player do it"?
An odd idea, perhaps not in keeping with the spirit of the idle game: Add a color-coded flowcharts plugin using modifiable conditionals, e.g., "auto-buy 25% queens whenever you reach 1.33M roaches", "immediately buy maximum nests available"... and, this is more advanced, but perhaps also a simple scripting language to shift the conditionals and enable/disable flows as appropriate.
Could be anything from a slight gameplay efficiency boost (not sure about efficiency/computing resource) to a flat-out game solver.
This game's upgrade system could use some balancing
No matter how much you shoot and eat you'll never have more than 1 level of upgrade's worth of mana, even after all the bonuses.
Also, (some types of) fishes should _really_ stick close to you, circling around like. If you want to encourage more tactical play and selection of party, fine, then have two layers, or have out-groups, or, heck, even have them just jump in the best place for themselves by their type... but at least make the party useful. |:
Also, maybe you could have the fishes be stunned when they're hit, and do a little damage to what hit them, knock it back a little, and flash for a few seconds where they can't fire. That would remove the need for the slow recharge while still giving the player a little bit of a buffer... but it would also let the player's attacks be messed with, so you'd have to balance it to keep it fun. That's something the maker of this game is pretty good at, though, so I have hope for this.
@yfan:
I was going to write a shocked review pointing out the fact that this game is actually fun, because it provides a clear punishment for failure and a fun balance between "too fast" and "too slow", explaining how this game completely demolishes Avalanche from every design perspective...
but you already beat me to it!
I think that most reviewers who are posting comments are not judging games based on their potential for fun and interest very accurately. Compared to the bullshit of Crush the Castle this is a breath of fresh air. In particular removal of the trebuchet seems to make the game just feel a lot... closer to the player. My only complaint would be that the levels are a bit too small and simplistic - had trouble golding only two the first time, and when I went back those were no problem - but maybe that's just the effect of the difficulty curve, which I think is the second-best part of this game!
I now have a new standard for a 5/5 game. Thank you.
Game's hitboxes are placed so shoddily playing this game is almost painful.
Weapon selection is interesting and was pretty clearly given more thought than the rest of the game, but it doesn't make up for the fact that this game is sloppily coded and doesn't deserve really deserve a rating above a 3.
Plusses: Ambiance, art/design/background, interesting puzzles (though I'm not even halfway done so maybe they turn disgustingly hard).
Minuses: Slow score tally/no skip button/no mute button, as every other freaking comment has pointed out.
Notes: Derivative of/inspired by an old puzzle game that was pretty much the same thing without the constraint of requiring a node to be powered in order to rotate it.
Final rating: 4/5 until this game's few problems are fixed. Upload a bugfix and expect 5s.
Bug report: If you have the sound muted from the options menu, and are playing a video from YouTube, and die or go back to the main menu from the pause screen, it cuts out the audio track on the YouTube video.
One of the best executions of the concept I've ever seen. The click delay combined with the slow, un-buggy physics means that it is both challenging and relaxing without relying on cheap, pixel-precise tests of clicking skill.
Play this now if you're a fan of the genre.