Getting the rapid-fire pistol in 8-8-0 improves the gameplay significantly. The economics feel pretty grindey. In an update I'd love to see my CURRENT equipment stats displayed on the loot screen (post-battle). That way I can make an informed decision on whether to sell or save the item right there. (I will almost invariably sell the loot, but I still want to do it with confidence that it's not better than what I'm currently using.)
I felt like the interesting upgrades were too far apart. I find myself getting bored and frustrated hoping for something even marginally different than my current setup. When I finally DO find something (after exhaustively comparing the stats of each new piece), I realize that increased benefit is marginal, at best. For me, I would like faster progression through the content.
I love the premise, gameplay, and structure. There are a few things I would have loved to have seen treated differently. For one, this game dramatically favors players with sharp eyesight and can feel, at times, a bit pixel-hunty. The dual upgrade paths is a fun idea but it doesn't add much interest; it's like offering "half" upgrades... kinda, meh. Some typos (no biggie). All players seem to love to have more options of things to buy and goals or resources to aim for. The gameplay and theme here could support more "player decisions" outside of the action stage.
I would like to see some UI improvements, like easier buttons for placing cows, for example. The color bars, or some kind of bright indicator, that a cow was running out of food/energy might be nice. I didn't even make it past the first assault so there's probably techniques I'm not picking up yet.
The stage is a bit large for the content. The whole enterprise needs a solid round of playtesting and text editing; the upgrade numbers are way off, leading to obstacles that shouldn't be there. It's fun and interesting, but not ready for prime time.
My car kept exploding on spawn, and exploding at the same place on the second track. These are issues. The overall control, once I got the feel of it, seemed pretty fun. I would have enjoyed more diverse terrain overall, though.
I was excited to begin exploring this game based on the theme and the game mechanics. Unfortunately the game bogs down pretty quickly in a large number of imperceivable upgrades without any change to the action on the stage. It doesn't offer much decision or sense of growth. Even the allies seem like identical (more or less) "multipliers" with their own stock upgrades that improve at a glacial pace only with direct player management. Still, the THEME and the fundamental game actions are terrific; pace and decisions need improvement (imo).
One point of confusion: Do I need to unblock a technology before I can upgrade it? That seems a bit malicious. How about simply making the first upgrade cost inclusive? (Am I missing something?)
I feel like, from a player-experience standpoint, there are too many different kinds of commodities all at once. I would rather have a healthy pace of upgrades that each introduce new concepts quickly, to get to know all the screens... THEN have things begin to build complexity. Instead, it feels like I'm immediately exposed to all of the complexity — even areas that I am nowhere close to needing (yet). This can all be hidden to new players. There are a lot of familiar and unfamiliar parts to this idle that MAY be reaching too far... but with a better introduction (beyond the thorough tooltips), this could be a masterpiece.
If I click on the "I'm Lost" from the right-hand dashboard on the gate (action) stage, within a moment my life is overrun and it offers a rebirth. (Of course, I can now just hit "try again," thank you very much.)
The concept and mechanisms around the "conflict" are great. Took a while to find the deck-building elements. On the whole it seems like the deck-building comes too slowly and the enemies have too many special abilities right away. I'd prefer a campaign arc that was a bit less challenging... or at least advancement requirements that don't include specific difficulty settings. (Who are you protecting the advanced levels from?) So, concept: A Game balance and progression: C
Sorry about the bad progression you had, we weren't treating first players any different in terms of randomness. But thanks for the feedback - in the next update we'll make it so you experience a smoother progression through the monsters instead of have it be completely random.
The gameplay is great but the inventory and upgrade system are not to my liking, though it seems there’s some new ideas there. I’d like to see this game become deeper.
Yes, Maybe progress is slow until you can beat Star Seeker Map 8-8-0.