Some small UI changes could improve gameplay. Mouse-over the bonus orbs (instead of clicking), and closing the Color Grouping and Quest panels by clicking anywhere outside of the box would speed things up. The big thing, though, is that it's just not clear what is going to improve my income. Given the slow income, some help in getting my revenue engine up and performing efficiently would be good. Better tooltips, maybe?
Pretty fun. I would enjoy it more if I had the option to play some special ability from time to time... the game could use a "hail mary" mechanic, seems like.
It seems like there's two conflicting games going on at the same time here. (Not unlike the first one.) One game is a tactical / stealth kind of puzzle where outmaneuvering and min-maxing your move-attack is key. The other game is a light-hearted dungeon crawl where you just get try to decimate every evil thing that you encounter, and are rewarded with cool loot you can play with. I think I like the second version of this game better because it's simply more fun.
The interface is gorgeous but the decisions are a bit flat. Like many Idles, the choices are limited and the order that one fulfills the requirement (to advance to the next level) are the same from level to level. The style of graphics and the arrangement is excellent. This is what happens when graphic designers make games.
The fact that they need to be suited was lost in the instructions, and the suit symbols are pretty small. I'd like to see it pointed out in the rules (or wherever) that there's nothing 7 or smaller (and that A = 11).
It wasn't clear that I needed to sell a potato or two to make money before feeding the ogre. It's a bit confusing. I felt like the action of going into the shop was an unwelcome step. Some ease in conducting transactions would have been nice... maybe a central panel for buying, feeding, and selling and easier keys for managing the plots.
I'm working on a huge overhaul. I'm changing the tutorial once again, to make things a bit more clear. The Ogre mechanics are now simpler: there's only one bar to manage. The shop had a small change on the Upgrades section. The interaction system will also be reworked from scratch. It'll probably be up in the next couple hours, if everything goes accordingly. Thank you for the feedback! EDIT: The update is up!
The mechanical structure is terrific but there are some design missteps. The platform costs introduce interesting game balance issues, for example. The platform provides no inherent value, yet it constraints traditional TD "killing-maze" defense arrays. So, I'm a little perplexed by that (not by the decision to do it this way but by a creative solution for handling the need for "build platforms"... like, you can put a tower anywhere but you have to "clear the land" first.) Creative TD, overall.
First of all thank you for the feedback and kind words :').
I really wanted to avoid the basic structure of a Maze TD, where you always end up with a spiral full of turrets and the only strategy is stacking them up.
To be honest I don't really know where I landed and how good my ideas turned out to be, I just hope that the game is somewhat enjoyable.
:( It's make me sad. I run out of all possible fixes what comes to my mind. Few people said it's fixed but it's looks like not. But without error in console it's not that easy. Definitely this bug ruined the game.
i understand you point but name simply meant that the orcs feel eternal since everytime you respawn they also respawn. Also this was a short college project so thats why its so simplistic
I love that the dependencies are intuitive but not obvious. It was rewarding to explore what did what at the beginning. I would have enjoyed more upgradeables and resource types, but this was super fun on its own. Short, and the mid- and late-game were pretty breezy... not very challenging, but still fun.
Retaining some upgrades would improve replay. Hit box is a bit wonky and hard to gauge, and I got hit a lot when it seemed like I should have been missed. Also, lane-shooters will always favor the middle areas so I'd encourage some more design thinking around that characteristics.
There are some basic text and UI formatting improvements that would really help beginner understanding of the concepts. The language mixes "authentic" microbiology language with idle-game concepts... and it doesn't always work. Keeping the theme and the mechanical expressions clear will improve user experience.
Hi, thanks for playing the game. I'm developing a new Idle Game with lots of choices.