Boss is way too easy, and encountered at too short of a distance. I Beat him without getting hit. He should be at 10k distance and have stronger attacks (the little horizontal shots are particularly weak)
Spike gun doesn't deal enough damage. Would be nice if it pierced or something.
The wheel is completely pointless/stupid aside from the resurrection chance. It just wastes time, which makes the game less desirable to play.
Good concept (albeit not a unique concept), however some major flaws exist that really reduce the quality of gameplay:
• Can't do partial jumps (holding jump). This is extremely important for dodging. This makes some hits unavoidable.
• Can't aim at specific targets. Mouse aim should be separate from movement (or optionally they could use mouse to both move and aim).
• Angelic Protection and Holy Water can't be manually activated. Should be able to store 1 with hotkey.
• I think coin amounts do not increase with enemy health? If-so That would be bad, since it means one gains gold most effectively by staying at the lower levels.
• When there's more than 2 green guys the game can put you in scenarios where taking damage is unavoidable. No more than 2 green guys should be active at once, and their duration should be shorter.
• Having slower movement in reverse is rather pointless and just makes the game less skill-based.
I don't know where to begin. This is essentially nothing. Unplayable. Focus more on a solid and tight gameplay experience before you even add any art or sound assets to a game at all, let alone ones that are protected by copyright.
Well I must say the ending was really cool and unexpected.
Other than that, it felt like a typical idle game that is unfun and boring sitting around doing nothing.
solid gameplay, but very lacking in content and replayability. It would be great if the game was worked on more to add more powerups, different levels, active abilites, or even alternate characters.
Hey! It was mostly because it was made for a game jam called Ludum Dare, we made it in 3 days. But we're going strong for an extended version :) keep an eye on this https://www.facebook.com/Sucker-Munch-Reloaded-423504518015641/
This has so much potential, and it's not BAD, but with many classes being really terrible, or most or everyone relying on too much luck to succeed, it gets quite dull and depressing.
Unless you get new item or class unlocks, the achievements are pretty crazy. Who would do all of them? Virtually noone unless the game was much higher quality AKA Binding of Isaac or something.
I felt like I was doing well with my first play, as a barbarian, but then I just get randomly instagibbed (not a full health, but still) by 2 towers from very long range at level 14. I didn't even realize they'd be a hazard (at least at such range).
Research is too easy to acquire. Not enough things to research. Upgrade costs jump all over the place in a bad way. Top end of upgrade/item costs is way too high. Game is poorly designed and feels unfinished. No way to win aside from snowballing at the end by leaving the game open for multiple days straight, and I can't use it during that time either or else the snowball crashes due to some sort of glitch.
a lot of components are nearly useless, many more are still bad. Many game mechanics aren't explained at all. The average income calculator is completely terrible by being both abuseable as well as normally never works right when using long-enough accumulators. Upgrades are rather lacking and not particularly interesting. Overall a half-decent concept, but but quite bad execution in its current state.
really bad lag in fights with more than just a couple moving objects. Level 9 in particular was unplayable for me (didn't go further than that due to crazy lag). In addition, the developer's website was spammed 10-20 times in pop-ups somehow.
Game lacks depth to a huge degree, so much so that I'd have to call it a garbage game even without the lag and pop-up issues.
Nice game. Gold increase, +MP, +HP, crit, dodge are all bad stats though,
In addition, all spells aside from transmute and heal (or /possibly/ telekinesis? haven't tried) are quite terrible. All the attack magic does the same thing which is dumb, and it doesn't increase 1:1 with magic, which is also dumb. They should deal more damage or cost less mana, and they should have varied effects like a ranged attack, or damage that can happen regardless of your attack turn (like how heal works)
Very nice game; great educational value. Way too slow paced for me, as well as not that challenging for me either. (5/5 for educational game, 4/5 for regular game)
Also the game should prevent the player from spending all of their NA because in many cases the player will be in a position where they can't recycle anything to gain NA because they don't have enough lysomes, and the lysomes can't be built because they need temporary NA
This game feels really dated. It feels like it could have been easily made in like 2006 or earlier. Why? it's very very simple. Everything is very basic. That said, it would have been a good game for the early to mid 2000s.
For 2016, this is garbage. Why? The upgrade limits are really tedious, the levels are really tedious and slow, the game is too easy, and the levels are all way too similar. It doesn't get hard fast enough, and you're given way more money than you can make use of if you spend wisely
Why did all my progress and saves disappear? I had all the items unlocked I think, and all the achievements except for play on 3 different days and 1 million altitude, I come back several days later and it's all gone now!
Does the money turbine work? I tested using it and not using it and noticed no difference in cash earned. Also how is it supposed to work? picture says money=distance, description says it converts speed into money (slows you down?), but the stats says it adds power... constant power? It's confusing and/or doesn't work.
It's currently incredibly weak as it stands, but I've fixed it for the next patch. The way it truly works is it takes away a fraction of your speed on every frame and turns it into money. In this way, speed = distance traveled, but you could spin in circles and it would still work just fine.
Would be a much better game if you had to aim, and only walked in the direction that you aimed. As it is now, it's really easy. Collisions are not clear either, as the projectiles can easily hit without seeming like it (untill you get to know the radius)
Hey! It was mostly because it was made for a game jam called Ludum Dare, we made it in 3 days. But we're going strong for an extended version :) keep an eye on this https://www.facebook.com/Sucker-Munch-Reloaded-423504518015641/