I felt like the upgrades were a bit mistuned. For example, I got the backwards crossbow upgrade several times, and the shot speed as well (with little, if any, discernible effect). I was able to buy hearts even when my health was full. And the fairies didn't seem to provide their promised effect. From a gameplay standpoint I felt like the levels were a little too short for the scale of the bosses, and the "intro" maps on each level were too difficult right off the bat... I'd prefer a more gentle introduction to each new mob introduction. (The maps also had a sameness to them... maybe lava pits or some other form of barrier to add dimension.)
Random observations: The movement is a bit tedious and I'd like to set destinations that the units would march toward. I couldn't get the purchased HQ to allow me to deploy units on them for some reason. The defensive damage allocation system is a bit unrealistic and unnecessary... just kill whatever units automatically. (It bogs down combat.) There are some opportunities later for animations and better art throughout. The game is all about terrain control, so have that be the centerpiece that everything else supports.
Thanks for the good advice, i will definately write them down for later. I also agree with you that great progress can be made with more animations and better designs. it's something i will definately work on, but has not been my strongest side so far. Maybe if i can find someone to help me in that area.. we will see. Thanks for the comment Pete!
The blue "ball splitter" powerup is handy except that it dramatically changes the direction of travel for BOTH balls. This makes it less benefit and more "pain in the neck" to use if the ball is coming down when you grab it.
Seems like all of the building blocks are in place for an excellent game. It might benefit from a wider array of stats if only to introduce some decision-making into the game. As it is, the choice between speed and damage while you grind endlessly for a trivial weapon doesn't quite have enough pull for me.
Thx for the comment! I'm trying to keep the main game play and stats on 1 screen and this is limiting what I can do as far as additional on screen info. I tried to keep it 'simple'. All of the other stats are used to determine Speed, Life and/or damage so I simplified it to these 3 stats.
Good start! I'd like to see the canyon run be developed further with better physics. I think that alone has ample basis for an excellent game that we haven't seen much of from Unity.
Some dexterity / jumping puzzles are sometimes fun but can be easily bogged into rageville. Perhaps some more of the shooting... more depth, AI logic, and weapons. (I did enjoy the arcing physics for the projectiles though... nice job on that.)
There are loads of minigame opportunities but I'd hate to see it delve into "space versions" of traditional games. Try to stay away from things like "match 3" minis and such. (Needless to say.)
Maybe a meteor dodge or dogfights in asteroid fields. Landing in precarious canyons. Tunnel runs. That sort of stuff is always fun!
I appreciate the feedback. I agree that if the shuttle control on the canyon run was less mechanical it would be a big improvement. Adding a tunnel or at least an arch to go through is great idea. The suggestions have been very helpful and I hope to implement them as soon as possible.
This game is solid and has all of the replayability of the best match-3 games. I only have a few minor quibbles. From a UI standpoint I felt it was a bit disconcerting to encounter the "single player" or "multiplayer" buttons after each battle. I felt like I'd gotten kicked out of my recent victory unceremoniously. That screen is in keeping with the minimal data visible to the player. Also, I'd forgotten what the icons do... so many a long-hover tool tip would be helpful. It's also not clear if the game structure fundamentally changes over time... new colors, abilities, characters, map shapes... if so, that stuff should be teased out.
It's the bare bones of an idle wrapped with an interesting theme. One issue is that because there are no accomplishments or in-game multipliers, there's really little reason to backfill purchases on less-expensive upgrades.
This is a nice, easy balance of mini games with a variety of hidden-object puzzles at its core. The challenges are easy and light... a great time-waster for 10 or 15 minutes.
The mechanics are rock-solid, and the game is fun. It would benefit from more mob diversity... maybe a few bosses or a campaign map that presented different areas. It's a bit too plain with the four (essentially) same levels being played over and over.
I protest one of the pictures. I incorrectly chose "well" because the picture featured an "oil well." (The correct answer, apparently, was oil... even though there was no oil in the picture.)
Thanks for the good advice, i will definately write them down for later. I also agree with you that great progress can be made with more animations and better designs. it's something i will definately work on, but has not been my strongest side so far. Maybe if i can find someone to help me in that area.. we will see. Thanks for the comment Pete!