That's the first time someone issues a problem on that level, I just uploaded a new version dumbing down the most difficult ones... next update I'll make some little tweaks to that level too then :)
Thanks for reporting, I'm sorry you didn't enjoy the game.
I think the concept and underlying operations are reasonable but the goals and impact of decisions is a bit concealed. Because there are so few decisions in traditional idles, getting clear, useful information about upgrades is critical. (It's also the sole source of player "reward," so the payout on upgrades should be obvious and maybe a little dramatic to the player.) Great structure to start.
Another challenge for players (and designers) is when line-of-sight is farther than the stage. This occurs in this game when advancing into North and South directions. It would be nice to be able to zoom out to encompass my whole (and enemy's) ranges.
The fundamental structure seems fun and easy and interesting. Reversing while shooting seems to be the only technique you really need since you can't see enemy bullets or get much information at all about what's coming at you. I like the "maze-like" quality of the levels and feel like they're ready for waypoints and submissions. Some choices about level load-out or improving your tank are things that I think most players would expect to see in something like this, for what that's worth.
I finally saved up enough money for a brand new truck and it broke down after one delivery (after earning less than 1% of its cost on that one run). It's going to cost half again to repair it. Lame.
This idle is not forgiving of novice experimentation. I feel locked out of my own production and I don't feel like the game offers a lazy person like me enough diagnostic tools to figure out what my choke points are. I like the feel of the UI though; it's a smart, compelling-looking game.
Like the upgrade appears when a certain standard has been met? So the first click power would appear after say 100 clicks, or 10 auto clickers? Let me know if i'm misinterpreting this. This is something that I want to work on. Only problem at the moment is time.
I like the basic structure that I can see. I'm lost on the little bit of lingo that is used; I'm not sure what an RNG is (but in my world it stands for Random Number Generator)... so, is this a game about making a game? There's some things that need to be better explained. (And if you're looking for specific feedback, you should describe what your goals or challenges are.)
RNG still stands for Random Number Generator. It seemed fitting seeing as N stands for number. Some of it is just for the irony though. (RNG Generator) A bit of story would help. Or possibly just a more descriptive description.
Fun, easy enough to breeze through — upgrades at a nice pace, not grindy at all. (Thanks!) Seems like some of the menu and UI elements could have used a bit more refinement here and there (especially around the shop interactions). Thanks for the polished game!
Thank you for your nice comment and feedback. This game took us a lot of time and effort to make, due to it's extra features. We're really glad you liked it! We will try to improve the user experience troughout this month! :)
I wish there were a total DPS display somewhere so that I could see where I might optimize. As it is, it seems a bit like "upgrade whatever you can afford" because it's the only strategic option available.
I understand that I'm supposed to escape the maze, but I can't even see the maze that I'm trying to escape. I don't even see where "I" am. This game needs clarity.
Hi, first of all, thanks for the feedback.
I know this game isn't clear at first, but that's part of the puzzle and the mystery aspect.
You are the lightsource and illuminate the environment by moving around. Also don't solely rely on your vision to try and figure it out, as you will also need to listen for clues.
If you have problems getting started, you can always check out the complete walkthrough here:
https://youtu.be/iRdpv7sPRaQ
The production as a whole is excellent but the combat needs some refinement. It may be just a touch too fast; making close-combat really just a key mash. Great start.
I'm such a lazy gamer that I'd LOVE to see the game provide a quick "increases / lowers" pane when comparing equipment so I can replace or dump even more quickly. (Improving equipment is the slowest part of the game but also the most rewarding... so striking the right balance here is really appreciated.)
That's the first time someone issues a problem on that level, I just uploaded a new version dumbing down the most difficult ones... next update I'll make some little tweaks to that level too then :) Thanks for reporting, I'm sorry you didn't enjoy the game.