I love the theme and all of the operations are fun to mess with. I love the upgrades-as-achievements pairing with the tutorial... clever. I would have enjoyed it more had each new money source had its own small player interaction, (like the food), so that the game rewarded attentive players with something to do.
Wow, I really like this but mostly for all the places it can go! There's some fun new things going on but they don't seem fully connected to the central goal and activity of the game. For example, the array of recruit types is cool, but that's a lot of individual clicking and upgrading for an array that doesn't really mean much game-wise. There are lots of UI opportunities... places where a small number or code would really help the player quickly understand what's happening with their "army." Some thematic decisions are worth a second look, like starting the game with that progress bar just maxxed across the screen, or the fact that there are 4 unit types and 25 slots... that doesn't "mesh" in my mind; they don't feel like meaningful relationships. Why not just four slots and a number of units? Wouldn't that be easier on everyone? Just saying. I like this start!
I really appreciate the feedback! I will be improving and updating as best as I can. The game is in such raw state, but there is a lot of ideas to be used in the grid, which I hope bring in the next updates. I think having more slots should give the player more freedom in how he wants to generate units, but I failed in making the player's decisions through the grid feel meaningful. I will be working on updates that works better the initial idea of a grid farming.
It's much improved and, since its update, feels more stable and replayable. In fact, I'm a bit frustrated by how replayable it is. Few strange things remain; the powerups are generall unhelpful since so much of the game requires careful mob management and selective shooting. The goal structure took me some time to discover so maybe that could use some UI support. I tried a new ship, for example, and couldn't discern any difference.... that the stuff that is gonna keep me coming back (unlocking new thingies).
Thanks a lot again.
some thing are unfortunately inherent to the game.
I'd like to add some more cool upgrades to the game to unlock, but that will take away from the arcade type difficult highscore grind.
I will definitely focus more on upgrades and progession in my next games.
I could use about 20x more world to explore... it was fun just jumping around collecting things and finding easy jumping puzzles here and there. Lot of fun! Light, easy, rewarding.
This is a very old fashioned game design loaded with upgrades and PvP features. The problem I have with it is that it doesn't make that fundamental game that much more exciting... the underlying game here is coming in on 40 years old. I appreciate the slick wrapping but I'd expect more from something asking me to grind through levels before I can see upgrades.
Hello! We tried to rethink the legendary 2000s Pocket Tanks game, unfortunately this may not appeal to everyone. Could you explain why you cannot immediately upgrade your tank or buy a new one by winning money in a rare case? Maybe we should make the game more informative? Thank you!
Pretty fun, but the particle effects and the small ship size, and the lack of an aiming cursor, all make the game more difficult in the wrong ways, I think. I like the bullet hell of it but I don't like losing my aim.
Thanks for the feedback.
I have an aiming retice in the game but unfortunately it didn't translate over to webgl.
I'll try fixing this soon.
I also haven't thought about the particle effects in that way, It does sound like a good idea to make them less prevalent
It would be cool to have a "jump" action, to reward attentive players. (Similar to a clickable sprite that you see in other idle games.) Hopping a boss's bullet could be fun, and rewarding.
All of the promising 3D modeling can't disguise these lackluster tracks. The mass of the car feels squirrely and fun, but the crash detection is pretty wonky. Overall, fun arcade driver skin wrapped around a mass-produced engine.
I'm unclear why deaths need to be converted to gold in the shop. It seems like a thoroughly uneventful and always necessary transaction... so, why is it in the game? (Why can't the mobs just drop gold?)
Nice start and proof of concept, but it lacks some layers of interactivity. Once you learn the basic operation (first wave or three) there's nothing more to it. Nice, but needs "stuff."
The idea of "spending" experience always bugs me when I see it in games. Experience is supposed to be persistent; not an exchange commodity. Aside from the animation speed, I can see no discernible effect on the main stage... so, as far as an idle goes... what am I doing again? Nothing, actually... a true idle. You've cracked the code.
Pretty fun but I thought the levels didn't introduce enough variety. The game's difficulty increases only marginally between levels, and the kinds of challenges they present are not much different. (Just narrower and slower.) I would have loved to have encountered new kinds of terrain elements.
Thanks for this. This was a first test to see if there is an interest. Also making sure the game works properly. I plan on adding levels and raising some of the challenges with different obstacles.
This feels mostly like a puzzle game; there's a formula for success (and some deft timing). But it doesn't LOOK like a reflex puzzler. I think this game might be more interesting (and authentic-looking) if the stage were redesigned as stopwatches or something. It could use a few "plateaus" that would allow the player to balance production and think about the next stretch. (Instead, once you're going, you're always on the very edge of game-over. Not super fun, that part.)
I love this structure; a SHORT idle / upgrade game that offers a little calculation (but not too much), and convenient shortcuts... thank you for those, kind developer. I would love to see this kind of Idle become more popular. (Or mix an Idle with an Escape Puzzler, somehow.) I feel like this game is new, in this way.
I really appreciate the feedback! I will be improving and updating as best as I can. The game is in such raw state, but there is a lot of ideas to be used in the grid, which I hope bring in the next updates. I think having more slots should give the player more freedom in how he wants to generate units, but I failed in making the player's decisions through the grid feel meaningful. I will be working on updates that works better the initial idea of a grid farming.