Wait, so I can only get a space potato and continue my exploration of the game tomorrow? I'll set a calendar reminder. Other than that, I like where this is going.
I don't know how much of a "game" this is but it's a super rewarding and fun activity! I learned some stuff and, more importantly, I got curious about some things, too! Thanks for making such a smart, engaging, and surprisingly elegant thing.
Thank you! I wanted to see how would the concept be received before making a complete game. I'm glad I did that because I received a few suggestions from players.
There's nothing quite as subtly discouraging as an upgrade that only provides 0.5 benefit. That's sort of the experience I had here. I like the premise and the stack of benefits but just felt like the piecemeal advancement had too few landmarks. I'd like some more short-term rewards to play toward.
I would love to have some more information presented around my income formula so that I can optimize. (Not that there's too many choices at present, but still.) More transparency is good, I think. Considering it's possible to seize or reverse profits, it would be nice to be able to sell (or "fire") personnel... to balance the books. There's lots of room for more visual codes for linking resources; iconography, color, proximity... lots of room for improvement there, and I only mention it because this promising start deserves it. Nice work.
Thanks for taking so much effort in your feed back pete, as with some other comments about income per second display, I agree, and am working on it right now,but as this is the code i "learned on" its very sloppy and harder to add to the further i go back, but i like a challenge. As for the possible seize/minus in production, tis in the game name, its a minus mine field out there, well in the back garden as we all on lockdown ;)
It grows with replaying, slowly. I like how it reveals itself, but it's a cumbersome learning curve. Nice discovery path, figuring out how all the parts of the game work.
Thanks :) you didn't have to keep barreling forward through the clunkiness so I appreciate you doing that. I think the game has a pretty unique premise and gameplay, but I'm having a lot of trouble helping the players understand it as it's a lot of new concepts that subvert expectations. I'm gonna keep updating this for a while before starting the next prototype, but I hope I can solve that issue before time's up.
There so much I really like about this and so much that confuses me. The gameplay action feels conceptually new. I love how the variables are themed, how they arrive, and how they conceptually interact. That's all super cool and really interesting. What I don't really get is what I'm trying do, or by what measure I am meant to account for my growth or increased skill. Every new run feels like the last, at least for the first five matches or so (that seem to need to be played again and again, anew). I don't see how to expand and empower my experience, if that makes sense. Better conceptual mapping? I don't know.
I totally get that and thanks for the comment! I knew by trying a bunch of new things, people would have less familiar things to latch onto so I'm trying to figure out the best way to connect those ideas. In the grand scheme of things this is a game focused on loot selection where time pressure forces you to make the best of what you're getting. Since there are multiple routes in the game, different builds work better for certain paths so that is one of the players' decisions. I think you're right though, that is the gameplay isn't correctly falling onto the player, it's not gonna feel very good and they're not going to experience the proper learning growth curve. I'll definitely be looking more into how I can make the player's feel like they're getting better without resorting to a blanket exp gain system which I feel like is just a handicap for my poor design. I want to make players feel the same puzzley/decision making I do.
I feel like a lot of my bonuses didn't stack, and not simply because it's for one turn. I might get a shield bonus for next turn, and another shield bonus for next turn, and they don't stack. The newest one, even when it's less beneficial, replaces the first one.
Unless I'm overlooking something. And if that's the case, then the stack needs to be presented more clearly to a player like me.
Temporary bonuses stack until you use them with an action (or you stop adding bonuses). So if you have a shield bonus, and use a shield card, then that previous bonus is applied with that action and it is removed, and a new bonus (if any on the last card) is created.
There's some interesting things going on with the arrangements of elements on the stage (the player UI). You really couldn't have put the same buttons any further apart, resulting in a sense of repetition... these tasks should be automated. And among all this clicking is this "buy" button that I accidentally hit, then picked gingerly around for the rest of the time. The matches are too long for my tastes, but I can see how the balance is working there. Also, what's up with 1x, 1.5x, and 2x? It's just kind of inelegant. BUT, it's an awesome game mechanism and with cheaper dice to allow more experimentation and less grind, would speed things up and add some arcade value.
The newest update has added some options to hopefully remove the tedious repetition, and I've changed some of the dice up to allow for more experimentation and less grind. :)
Really great concept and execution. From a play standpoint, I felt like I didn't get enough time in the 2D environment before being introduced to 3D. I didn't play long enough to encounter any new bullets or abilities, so whatever chase was on the horizon beyond moving to 3D, I didn't find. Great concept though!
I really like the feeling of character growth and progression, and the army growth is equally compelling. Walking around squashing mobs is super fun, and fighting bigger and harder monsters... excellent. What I didn't like was that there's no sense of place to the game. It feels almost abstract in its rendering, in places... walking around an endless plain with limitless, somewhat meaningless foes... not so engaging, that part. Overall, this has some stuff I really like! I'd like to see this game developed further and refined.
I was confused by the advantages and disadvantages of each thing, or really kinda what I am trying to do as a player. Is killing bad, or good? What's the risk / reward being proposed? Bit confused. Cool theme, questionable cultural sensitivity, and interesting "start."
I would enjoy this game more if: 1) Royal dice were better explained, 2) you didn't "lose" a royal dice purchase, 3) all of the common purchasables were available on one stage.
(V1.0.4: Changed Space Harvest price to $10000.) Thanks for the comment :)