I also gave myself eye-strain playing this game, but I completed all the levels. Here are a few requests I'd love to see implemented in a future version: Ditch the random swap and random remove powers and replace with an "add time" power. Allow the swapping of key and prize tiles instead of having them locked. Make the levels slightly shorter and smaller. (The sense of accomplishment for having finished should happen more often.) Perhaps make the tiles slightly more graphical and less illustrative to ease the eyes.
I haven't played through the whole game yet but I feel like the missions don't feel quite open-ended enough. I feel like I'm not offered strategic choices as much as I am challenged with unlocking the right combination. I think this is reinforced by the developer's comments providing "solutions" to the more challenging levels. It's kind of a pity there's not more gameplay depth because it's clear that there's some real innovation and professional production values at work.
After playing three or four sessions and unlocking everything I found some balance challenges. First, the game gets easier as you progress rather than harder. After getting a good number of upgrade points, there's little sense of discovery. There's little incentive to go back and play essentially the same levels in the different modes because the game doesn't change significantly enough in the different modes. (Insta-kill mode would be better as an achievement than the "final" map mode.) I'd love to see more diversity in the maps and opponents, and (this is a bigger programming challenge), some options for upgrades rather than each tower simply having 5 levels. There's little strategy involved once you find one that works for you.
6) Partner up with an artist that understands UI design. You'll save yourself a TON of time, learn a lot about collaborations, and ultimately create a better game. (Lots of people will give a great game poor ratings because the programmer/developer thought his art was fine.) 7) Fix the little things, like the tank moving faster than the shells. 8) Consider the architectural structure you'll need for graphical features, like tank tracks, muzzle flash, smoke effects, and so on. KEEP IT UP!
Okay, well... lots to cover. 1) Intuitive, traditional movement would be better. "Up" to move the tank forward with left and right to steer, rather than up to move up, left the move left, and so on. 2) The turret should follow the mouse. This is a tank and the primary conceit is that the turret can move independently of the chassis. 3) Although you are clearly focusing on the fundamental movement and "play technique" of the game, you will eventually need to establish a reasonable collision system. It seems a bit off just yet. 4) Don't worry about the setting. It's obvious you spent some time on the modeling and scenery, but leave this stuff alone until you address #1 and #2. 5) If you want to get advanced, the tank should feel heavy. You can accomplish this through some momentum tutorials.
I got the level two sword and upgraded armor, but how do you kill the kobold king? The traps were easy (spoiler: up, up, left, up, right) but that king dude is too tough. Should I use the amber potion before the battle?
Fail. I can appreciate that you're learning Flash. That's great. Why don't you post a real effort and solicit real feedback from real gamers rather than wasting our time with your witty comments. (You can just put those in the forums or something.)
Good and bad. Bad: The paddle became twitchy by level 6 causing me to miss the ball. I don't like having to start a level over from scratch when I lose because they take so long to beat. The game is slow in terms of pace. I'd prefer that each level ended sooner. Good: Terrific idea! Great concept and reasonable execution.
Thanks for the feedback! I noticed a fair bit of lag on Kongregate (stand-alone the game ran fine, so likely the chat or kong preloader). I'll do my best to find a work around.
It seems that some small things could make this game MUCH better. 1. More tracks so that you're not doing the same course again and again. 2. Change "dollars" into "hours scrounging" or something more suitable to the theme. 3. Create a "free play" mode where the player can fully upgrade their vehicle for fun.
I'd like a world map, and would LOVE a warp travel option for returning to previously explored areas. A hotkey for "basic attack" would be great, as well as (perhaps) an auto-resolve battle script for low-level encounters. I'm not fond of the dialog boxes that don't disappear after you leave the NPC's sphere. Finally, (and this is for expansions probably) I feel like the map and storyline are a little too constrained. Every encounter seems perfectly balanced for my current level... and I would like some more dangerous options (for greater rewards, of course).
This is much better than many of the first-generation Unity games that are being published and the interpretation of a familiar format is terrific. However, also like so many Unity games, it feels just a bit flat. After playing the first few levels, the game didn't seem like it was going to add to the experience in any new way... it was simply going to get more difficult.
Actually, there are lots of enhancements that a v2 could feature that I feel would make this game really exceptional:
• Special power blocks (explosives, clock-stoppers, drills, etc.)
• Larger and/or smaller "worlds"
• Slightly wider view (I felt to close to the object)
• Piece rotation
• Puzzle mode (prestructured challenges)
• Worlds or arenas of other shapes and contours
• New colors/shapes
• "Black" blocks that can't be matched
But whatever. Easy to throw out a bunch of ideas if I don't have to program it. I really think this is a great concept and solid execution.
I consider the game to still be in the 'Beta'-phase so expect a lot of changes and additions (like the ones you are listing) in the near future! The game is far from complete. Oh, and thanks for your input. Much appreciated. :)
It's a great game and the graphics are top notch. The idea of buying resource buildings is a terrific innovation. Unfortunately, the design around those buildings is a bit flat. There's little reason, (at least as far as I saw within the first 3 levels), of NOT simply buying them all with your starting cash. You sort of have to, so that ends up removing the choice...(then the actions just feel perfunctory). Also, with no real damage types, the ground weapons all feel the same. One simply buys the most powerful gun in the menu, upgrades it, then buys it again. So now the game is basically reduced to an observational DPS comparison. Kind of boring. So, more variety! More compelling choices!
Thanks for the feedback! I noticed a fair bit of lag on Kongregate (stand-alone the game ran fine, so likely the chat or kong preloader). I'll do my best to find a work around.