Pretty fun but the idea of starting over as a requirement for scouting the level is frustrating. That's the only "unfun" part of this. (A minimap or checkpoints would improve that.)
This seems less about gameplay and more about the history of console games. That's fine, of course, but it would have been improved by a little bit more decision-making and clues to an item's resale value. As it is, it's basically guess-work and negotiating everything down as far as possible... with no clear end-game in sight. Nice start! Little bit flat.
The combat should all be handled by the client. There's no reason to have every combat turn require server negotiation... only the results of that combat... at least for 1P encounters.
I wish the stage were slightly larger (in pixel dimensions). The particle effects get pretty chaotic and after a while I find myself just jumping and shooting like crazy without any real attempt to dodge bullets that I can't see.
There is lots of room for improvement in the UI. It's not clear how the inventory, map, and equipped items work. I'm not even sure what my goal is. There are virtually no save points, making replayability severely diminished. I encountered impossible-to-beat bosses and creatures.
The inventory, map and equipped items should be self explanatory... You have three buttons.. A, S and D... Jumping, attacking and pause/inventory. It doesn't get much more complicated than that, unless you consider using UP+Attack to be complicated.. There are plenty of save points. You just haven't found them. If you encounter enemies you find impossible to defeat- you should level up and go back to them at a later time. This game is all about exploration and figuring things out. It will not hold your hand.
The game freezes after the first boss destruction animation. If I summon the menu then hit resume, it allows me to continue to play without an opponent on the screen. In other words, the first level doesn't "victory" correctly.
Observations: I cannot see the cost of a new building until I've destroyed one to create a vacancy. That's a problem. There's no rebate on buildings demolished, and that's a shame. Some dungeons having one main health/recharge bar and others having groups of bars is confusing. I'd like to see more stuff exist on the main stage and fewer popup screens.
I agree with others that this game presumes a very long playing arc to see any discernible upgrade benefit, but the gameplay itself doesn't change or offer enough variety to make this work rewarding. The gameplay itself is good and seems like a good foundation for improvement.
The character of the game changes significantly once you can see the value of the transaction. I think that change is too significant... it's SUCH a dramatic change in the game. Once you have it, there's little to do but find the transactions in your favor and let the game do its work. It's fun, though, strangely enough.
Yeah. It is the only upgrade in the game that actually doesn't do anything, only adds some helper text, yet it is the most major and most significant upgrade. And that is also a big reason why idle games are fun. Through your actions and effort, you eventually make the game progress on itself.
There are a few things I'd love to see added or changed about this game. The hexagonal decorations around the UI are much too loud. The increments of spell damage — per upgrade — should be clearly enumerated. I'd love to see some additions to the upgrade system... other types of arrows, for example, or turrets... some of the things that other castle-defense games have employed. There's certainly room for innovation, but as a basic test case, it's a great start!
Never did figure out what the marks that were written on the window were for. If you're missing the clickables, tabbing through will highlight them. That helped me in at least one situation.
The inventory, map and equipped items should be self explanatory... You have three buttons.. A, S and D... Jumping, attacking and pause/inventory. It doesn't get much more complicated than that, unless you consider using UP+Attack to be complicated.. There are plenty of save points. You just haven't found them. If you encounter enemies you find impossible to defeat- you should level up and go back to them at a later time. This game is all about exploration and figuring things out. It will not hold your hand.