I'd love to see the quest functions all moved to the main stage. (Timer, available quests, effect on generation, etc.) There's plenty of room and it reduces the number of administrative clicks.
This has a lot of the gameplay characteristics of a classic dungeon crawl, and the world (and especially Kong) do not have enough of those. I'd like to see better fidelity in the movement, like holding diagonal to move around an adjacent corner (how many times I died when I wasn't quite clear of the corner), a more interactive level-up process (assignable stat points is a common example of this), more variation and thematic purpose to the map designs, and perhaps a few more traditional "stations"... health and mana recharge stations. The melee classes are much more difficult than the ranged, sadly... when it's often the other way around in more traditional RPGs.
Nice work! It's a great foundation.
No a terrible start. Here are just a few observations: Not a fan of not having everything on one stage or panel. Scrolling for info "below the fold" is annoying. The idea that the workers would just disappear was confusing at first. Some management tools would be nice; mining (bait and fish per second, income (sales per second), would help players balance their investments.
Terrific with just enough grinding depth to keep me playing. Hiring and outfitting the party becomes a little bit tedious at times... especially considering the relative sameness of the dungeons. Yet, new items keep those combats interesting enough.
Thematically the game is interesting but for game mechanics — even for an idle — there's just not a lot going on. It would be nice to see some upgrade options that provided more choices. As it is, there's just the quantity and quality of increment... it's just not enough to develop a sense of discovery. I'd recommend that the developer consider "what's the payout to the player that devotes themselves to this?" Consider those moments of discovery and achievements that would mean something to the player.
The RISK mechanic is familiar and this game builds on that nicely. I like the offensive and defensive additions. The interaction between troop creation, distribution, and energy was a bit unclear. And there's a lot of stuff on the stage that doesn't seem directly relevant, or its utilitarian value is unclear. (A small amount of UI improvement could help clarify the relationship of gameplay components.)
Fun and simple, and the level designs are creative and balanced. The lack of in-field goals... like power-ups or healing... would be a "traditional" way of enhancing the game. I think a mouse control would be nice, too.
The concept is great, and the theme is engaging, but I sure would like a few more economic assistants. For example, I'd like to set a sell price where it would automatically sell. I'd like to be able to show/hide some of the enormous displays in the market. I'd like quick buttons or small hover dashboards for the buildings... things like that.
Totally fun. I was intrigued by the premise; a game that contained a birthday message. The TD is good, though seems imbalanced. I found, for example, the wizard and slow towers to be almost worthless (at least within the first 6 or so levels), but that's okay. Light graphics, simple gameplay, well done!
This is a great game! It's innovative, brings a few entirely new ideas to a functioning and balanced mechanic. If I had to be critical, I might like to see the overarching game structure tweaked a bit... rather than the missions that one can select, this type of game I think is best served with a map-style mission tree (particular if there are lots of forks). I think the level or stage design could use some improvement... more natural edges, immovable objects and obstacles, more tactical consideration. Overall, excellent!
I'd love to see the total earnings, near the top, be calculated over a larger chunk of time (as an average) so that it isn't bouncing around so much. As a player, I take some satisfaction in buying a small upgrade and seeing that "average earning per second" number increase by a tiny bit.
This is a pretty good interpretation of Rampart. I appreciate that the walls can be overlapped when building... that reduces a source of frustration from the original. I don't know that a time limit is appealing... I might prefer no time and instead a deeper focus on the wall-building. The action portion of the game is fun though having buttons in a "shooting range" is a bit poor. Small improvements could really make this a solid and deep game.
Sort of a preview for the longer game on GP. I like the action and the upgrade frequency. It has a nice, casual pace that offers a bold and a grind path to advancement.
It did not save my progress when I returned later. From a design standpoint, it's a bit flat. There's no sense of what the goal is or if I'm even getting close. The things one can encounter, once unlocked (snails) are revealed early and the game doesn't change at all thereafter... some more surprises and change would be nice. (Even visually... like neighborhoods.) Also, the ceiling is rather low.
I agree with others that the structure and ways that the player interaction grows over time is great but that the UI could use some more deliberate refinement. It seems that there are different ways of reaching the same panels and info, leading to some confusing relationships. Smaller UI improvements (graphical fixes) would also be nice. I'd love to see an expanded balance sheet showing my revenues, bonuses, and expenditures all in one place... to make better economic decisions.
Cool! I'll see what I can do in that regard. Thanks!