I love lots of stuff about this, and some things I'd like to see improved. Some keyboard commands for moving and ending a turn would be appreciated. I don't know why some units appear to be blinking, and I don't really understand what's going on behind combat... but I like the old-school grognard feel to it!
Incidentally, the game also froze for me when I reached the victory conditions in the first level. I never got to look much at the island map and stuff.
I like the theme of this lane defense game but there are still clearly some structural issues to resolve. I would like to see more language in the game... labels on objects, for example. The game's speed is too fast for my tastes overall. I prefer to see more of the battlefield... this kind of game, for me, is enjoyed like a set of balance beams I am trying to keep in my favor. I don't just need to see what lane a threat is in; I need to see the nature of that threat. I can't be scrolling back and forth for that... scrolling isn't fun for me. Teasing out a tech tree or spinning a little more theatrics around the player tools might add a bit of interest. I think your game could use a little bit more showmanship... not a storyline necessarily, but a reason to connect to it. Otherwise you're appealing solely to people who will play anything with a historical military theme. (They're out there.)
I get the sense that what I'm basically upgrading at the beginning is essentially the whole of the game. Is there more stuff and connected resources eventually? It wasn't teased out very well, if so.
I struggled with scrolling a window within a window. There's a lot of navigation in this game that could be simplified, like putting the most actionable buttons and information in front. It's often hard to find and remember what's holding everything back.
The fact that you can overwrite a great item with a terrible one is pretty awful. There's no reason why anyone would want to downgrade equipment, so why not add a layer of protection for players so they don't accidentally destroy their epic gear.
Super fun! I gotta admit that I liked playing to cover the dots, but I thought the other terrain condition — the number of colors in the row — was less fun. I like the walls a lot. This was super fun. I'd love more levels that were NOT more difficult... but that had different kinds of conditions to meet.
Shermin has some terrific comments. There's some calculations around "key economy" that should be addressed. The final chest should simply be an award; not a "buyable" (ie, a key is expended). There are a lot of mob types and damaging sprites that could be used as terrain effects, allowing for a greater diversity of stages, arenas, opponents, and rewards. There's lots here to work with. Nice game!
I agree that some of the interactions are not clearly coded... color seems to be an indicator, but I can't be sure. One sort of trivial thing is that my counts are ticking on the half-measure... when the bar is half full, the number ticks up. It's small but I'd rather have it tick up when the bar completely fills. It just seems more intuitive that way.
You're right about the behavior being odd - it's actually only odd for the start of the game, which is why I didn't fix it (and really should have). Thanks for calling it out!
I fixed the progress bar color coding in v1.0.2. Other stuff coming next. :)
A rollover tool tip for the abbreviations in the token boosts would be helpful. I'm pretty far into the game and I still feel confused about those choices and what they do.
Can't get back to the game after the shop. Please add a pause button. Magnet would be a welcome upgrade. Some terrain feature would be fun.
Lots of room for improvement.
Also, I appear to finally meet the stat requirements to use the first better shop bow and it says I still don't meet the requirements. That's super disappointing.
It could use some more "character persistence," per the RPG theme. I'd like to explore deeper dungeons, more powerful characters, but progress seems so slow and those cool toys so distant, that I'm left feeling a little discouraged. I LOVE the action play, however... though I would like a slight beat to assess the stage BEFORE combat starts. (Walking into a room immediately starts the action... it's a bit too abrupt for my tastes.)
I love it. It has all of the best parts of a classic dungeon grinder! As others have pointed out, there are memory issues on some levels (one or two in particular seemed to regularly bog heavily). The inventory system is a bit confusing and not a very rewarding activity... the attribute points is where it's at. I wish there were a way to save cool gear.
Took me a minute to figure out the swap motion but once I got all the moving parts figured out it was pretty fun. It wasn't clear to me my short term goals... I never had a sense of what I was trying to do (aside from just doing as much of it as possible). The icons could use some more contour distinction from the background, I think.
atm, no. I'll be adding extra resources in future versions.