Hot diggety that is a smooth jam; definitely bears no resemblance to a drowning mongoose. Also, some of the puzzles are pretty clever. Levels 14 and 18 stumped me for a good while.
Pretty cool; like a cross between a Bart Bonte game and a Tim Burton movie.
I couldn't figure out what to do with the dish thing and the dynamite-which-turned-out-to-be-a-candle, so I just started brute forcing and clicking everything and in the process figured out some other stuff. It would be nice if the cursor changed when you can click on something, so it would be more obvious that the player has to click the dots on what look like some very screwy dice in order to open them, for example. Somewhat weirdly, the cursor actually does this only when you select an object from inventory and drag it around trying to figure out where to put it.
What was the point of the "happy birthday" cake? I thought there would be some stripes hidden in the message, but the last one turned out to be on the scarecrow's hat.
Thanks for playing! The game was actually made for a week-long game jam. A challenge for the jam was to add a birthday cake as an easter egg. I totally agree that there should be better feedback for interactables. Future releases should have a tooltip system to identify objects and better cursor changes. Thanks for the feedback!
Sweet game, reminds me of DungeonUp (but not randomised.) I got both the "-1" ending and the normal ending; both of them gave me a "you're screwed" panel/cut-scene. Is there a "good" ending? If it requires never dying, I don't think I have the energy for that, lol...
Whoa, have you ever been working your ass off with these games! Five new ones since I last checked at the end of January... The only place I have that sort of drive is while riding my bicycle (mechanical engineers will see what I did, there.)
Anyway, some feedback: it would be useful to integrate the "towerpedia" into both the pre-level screen where you choose your units and the level itself. I can't decide whether I really like or really hate the regeneration time on the towers; on the one hand, it is novel and presents an interesting time management challenge. On the other, it's really annoying and the pause button basically eliminates any time management challenge, lol.
It took me a little while to figure out that the numbers on the grey square (launch pad?) were what I had to produce. Once I figured that out, it was smooth sailing. I'm not sure if it was not mentioned, or if I just impatiently skipped the tutorial window for that one... Lol
I like the simplified upgrades vs. the last version, but what is the point of having "prestige" after you've unlocked all the upgrades? I also like the "loop" feature.
I'm glad you liked it. I can introduce some-kind-of converting extra remaining prestige points to good cash or multiplied basic salary. I'll work on it & update the game soon. Open for suggestions though. Thanks.
The Kong game doesn't load for me, until I click "itch.io," then it's fine for some reason. The android app kills battery pretty quickly. It's really annoying that the bum fights don't pause when you look at the map. I don't know how many times I've gotten knocked out by misclicking/mistapping while trying to get back to the dump... Pausing the fight when looking at the map would make it so much easier to save items. Good work, otherwise; I dare say that I look forward to the next ones you have planned, in spite of them being "clicker" games...
I'll try to experiment with pause mechanic, that's good point.
The app battery issue should be investigated, there are lot of things that may cause this issue. (If You'll provide Your phone settings that's would be great)
Thanks for Your feedback, that's super important for me!
Hmm, I've accidentally (and irreversibly) bound "contracts" to "crack..." Maybe put some kind of safeguard in there that prevents binding a command to another command?
Jak się masz?
I liked this game just as much as "Zenge" or "Klocki;" puzzle games that the player can figure out intuitively without any instructions are my favourite. However, there is a weird glitch where I click the link to the website and it delays taking me there, and when it does it crashes the game. I'll post again if I manage to pull it off again on purpose...
Also, I agree with the level counter comment. If you stick in an achievement that says "get to level 27," it's nice to track progress.
I think it would be cool if the player got to choose between auto and manual aim for the boss levels, or having the auto-aim take priority on the black-hole thingy. I've adapted to the auto-aim by simply staying close to the black hole and walking around such that the enemies are directly opposite in order to take advantage of bullet penetration, so it's not a really big deal; I just think it's a neat idea.
Think it would be a neat idea to be able to change auto-aim strategies? Closest enemy, enemy type, least health, etc... I for one would like to get rid of spitters first. No-one likes a spitter.
Good call on the adjustable controls; it made me realise that it was actually the mouse-only movement that was harshing my vibes, and the auto-aim is actually pretty cool. It's especially useful when you are not sure what is lurking underneath a bloater's gas cloud.
The auto-fire system kills the "fun factor" a bit right now, but I think that in the long run, it's worth it; you can add so much more complexity to the game, now. The most hilarious idea that comes to mind is inserting crowded, hard-to-escape areas where you really shouldn't be firing your weapons willy-nilly. A sort of "trap," I suppose. The player would have to more carefully navigate the level to avoid having the character randomly shooting at huge swarms of enemies.
Whatever you do with it, I'm excited to see where this game is going... >.>
I like that there is much less "swarming" in the earlier levels in 0.1.3, but that same adjustment makes it boring in the later levels. Maybe make it so that the spawning gets more aggressive after you are fully-upgraded, or something.
Dude, a year old and people have played it 352 times? That's a bit nuts; this game is at least twice as good as all the craptacular clicker/idle games that make the front page, in spite of being a promotion for an electronic component manufacturer
Wow, this is really good for being made in ten days... It's incomplete, though; when you fix the car, a giant "boss" zombie shows up and once that is dead, they all stop coming. A simple cut-scene with him getting into the police car and driving away would have been nice.
Thanks for playing! The game was actually made for a week-long game jam. A challenge for the jam was to add a birthday cake as an easter egg. I totally agree that there should be better feedback for interactables. Future releases should have a tooltip system to identify objects and better cursor changes. Thanks for the feedback!