Decent fun, but a bit flimsy. I didn't get much of a sense of story or progress, and selecting a team is unsatisfying. You don't get any info on a char's strengths, so you just have to buy them and see what happens. I chose the archer first, but the fire rate is so low it's hard to tell how much it's helping your team.
Thanks for your feedback. I originally made the game to be really hard, and the hitpoints of the rats increase, so you need to keep upgrading your weapons. The very hard difficulty was not well received though, and I quickly added an easier mode by reducing the hitpoints. I changed it now, hitpoints keep rising on every difficulty, easier just means more money and more rats can get inside.
dunno why there's no way to upgrade the liquor supply - sometimes runs out very quickly.
Employee roster is very clunky to navigate.
I don't see any way to work out when bills are due, or how much they will be, so you have to reserve a lot of cash in case it suddenly triggers.
if there's a way to organise off days for staff I don't see it - I've got a full set of barmaids and still find only one in the building from time to time.
really grindy, new weapons are useless until you upgrade them at least once, twice in the later levels. which takes forEVER on the last two weapons.
The roulette minigame is ok, but scales badly. playing 20 chips after a run, for ~200/chip is tedious. Either fewer chips per run, but of increasing value, or a way to gamble multiple chips at once is necessary. Then you get a bigger payout without a mindless timesink.
I know you're not done with balance etc, but would really help the reset system if you could sort achievements by progress. So I can see if I should reset now, or squeeze in a few more achieves for an extra timeblock or .1 boost.
Needs to engage with the user a lot more. Basic tutorial would be good (you can only find out what the ships do for you by checking research options, eg) and the 'hire crew' function is rubbish. Took me ages to work out that when you buy some crew, it takes n seconds for your ship to go get them for you.
Blacksmith could really use a UI boost - choose metal and item type from a list rather than cycling around trying to remember whether Zincite comes before or after Barite...
I can understand the confusion. The ending looks very similar to a standard exploration conclusion with the exception that it returns you to the main menu. So kind of like a "death" exploration. I wanted to do something better for the end anyway. I'll keep that on the list. Thanks!
Some fab ideas here, well worth working on. I agree with others, after a little while the gathering becomes just a distraction. Maybe start by having separate energy costs for foraging and training, so you can ramp up the cost of training with each level. Might also want to vary the energy cost of some of the exploration tasks, so some can be done earlier.
There's also a few issues with Continue from getting trapped - Train buttons keep the 'MAX' label, though you can/must retrain again. But is that really 'continuing'? Day counter doesn't reset, so....maybe?
Thanks minilono! Good call on the training increments... that makes good sense. Not sure what you mean about getting trapped from Continue... I'll have to dig around that a bit to see what you mean.
I like the ideas in the game, but I can't tell if it's riddled with bugs or just really unclear.
lvl 10. +93% drops and I've had all of 4 actual drops, so I'm still waving a stick around. So.... what +93%? And yes, I've had the '10 drops' achievement pop up regardless...
'You slow the bunny [60%]" - bunny ceases to attack entirely.
Auto attack upgrade is either very unresponsive, or there's some weird condition it took me 10 clicks to meet.
'Invest into' doesn't actually look like buttons!
Good to see you're actively tackling bugs, though. Look forward to seeing what happens next.
Thanks for your feedback. I originally made the game to be really hard, and the hitpoints of the rats increase, so you need to keep upgrading your weapons. The very hard difficulty was not well received though, and I quickly added an easier mode by reducing the hitpoints. I changed it now, hitpoints keep rising on every difficulty, easier just means more money and more rats can get inside.