Yeah, battle could be more interesting if fighting with other people. If only it was a multiplayer game ^^
Anyway, i'm honestly wrote that this is my first game, so don't expect much from it. I've published it because some people found it interesting. At least it is not another idle game
p.s. Just wrote auto-battle script, testing it... Not sure that game become more interesting
The "purchasables" should be improved. There's room for a layer or two; this seems like a great base activity and the basis for more elaborations. Fun!
Pretty good "Look Your Loot" concept, though less puzzling. I think some thematic changes might improve the game... changing "level" to "floor," for example. Other types of tiles might be introduced; traps and trials ("puzzles"), for example. A small amount of non-essential dialog (during combat, perhaps) may be a fun way of injecting more flavor and personality into the monsters and hero.
XP is not required to USE the item; it's only required for leveling it up. If you're interested in an item that says "not enough XP" just select it and begin using it. You'll see the XP bar fill between levels.
I'd like to see a panel somewhere that shows all of the applied bonuses strung out. A dashboard like this wouldn't help me make decisions (because there aren't really any decisions in this Idle) but it would help me understand the game mechanics a bit more clearly.
I'd love to see the Buy button fill up with color as I save... to see how close I am to the next available purchase. I'd also like to see a mouseover tooltip showing how much the next upgrade will improve my earnings.
The game has now been updated with new controls. To make a wish you need to go back to the previous room and use the coin in the fountain (the fountain is revealed by using one of the switches).
I think that slightly higher rewards for mob kills and slightly less level bonuses would make the game more interactive. I feel like I do almost everything between levels.
That's true, I'm going to work on adjusting it. The main reason I went with that is because after wave 50 you stop getting bonuses but kill massive amounts of enemies getting enough money to keep upgrading stuff. I'll just limit the money you get after 50 though.
I liked it. The puzzles were simple enough to allow a moron like me to feel clever. I even figured out the PC password before seeing the hint in the drawer.
I'm unsure why a game with so much development already put in would release a demo. It's surprising since the game is obviously 70% done. The game seems flawless. Design is a pretty squared-up TD... though of the Kingdom Rush style of prescribed tower sites (which I prefer less than more fidelity in my tower location choices, ala Bloons). I'm left wondering what kind of "interest" they're looking to see from players before they commit to that remaining 30%. (Mobile version with micro-transactions?)
Hi, Peterahooligan! How are you? Thanks for your feedback! We're pretty content to hear from you that game is "flawless", but we want to build for you and for all other players even more astonishing and engaging experience. Yet we're not done with all that we planned, and want to see, whether Cows vs Vikings catches gamers or not. We're trying to build for you the most joyful tower defence ever, and we definitely want to hear back from you - whether we're to going right direction or not.
Anyway, thanks for your suggestion about selection of tower placement, maybe we should make few levels with that option! See you!
Lots of clever stuff here. The gameplay is great, the actions and animations are good, and the game is fun. I think the icons and graphics (the "visual code") indicating the length, number of "boxes" and such, could be made clearer — either by drawing a more literal analogy (power generators, for example), or through a stronger graphic language. Each level ends kind of strangely... it announces that you've won the level before you really comprehend that you've done the last correct move. This denies the player to evaluate if they've met the level's victory conditions, in a way. "Oh, I solved it! Next." That seems like a missed opportunity. The "rate me" pause at L10 was brilliant. Smart.
I can see lots of interesting places this could go. The hex exploration aspect is new; I'd like to see that built on. The incessant clicking is not that fun. (A little is good.) The town-center last upgrade (that kicks off the auto-clicker) was a total surprise... stuff like that should be teased out (give us a reason to play a little longer).
Also, there appears to be a disincentive to invest in ship speed as multiple opponents will issue most of the damage before you arrive at the battle to mop up (and cash your XP award).
Gorgeous, but has some small issues. The visual mapping (the association of certain graphic characters to a particular meaning) is a bit undisciplined. Color can be used for team, for example, but the same colors shouldn't be used in the HP bar. For an Idle game, automatically relaunching a battle would be good... otherwise I'm sitting here waiting for the battle (where I didn't have to do anything) to end. That's not an optimal experience. Even providing some click damage would help the player spend the time usefully. Other small things — but overall it looks really promising.
Yeah, battle could be more interesting if fighting with other people. If only it was a multiplayer game ^^ Anyway, i'm honestly wrote that this is my first game, so don't expect much from it. I've published it because some people found it interesting. At least it is not another idle game p.s. Just wrote auto-battle script, testing it... Not sure that game become more interesting