1M normal monsters is so extreme, this game desperately needs an attack speed boost, it's going to take at least another month to hit that number even with full upgrades...
Instead of adding more and more coins, gems, and fuel tanks, you should just make them worth more. So many objects clutter the screen to the point where you can't even see where you are, plus it makes the performance choppy. Also why does the boss take so long to die, when you are in survival this is a really big problem.
There is something there, but it's very grindy, particularly with the random factor, and often just waiting when there are no good upgrades, and waiting to get to the one node in reach that is possibly attainable.
Might be good to get a minor boost in nodes you have already cleared, just to even out the (time spent playing):(time enjoying game) ratio. Maybe checkpoints.
The stat cuts are a little annoying, especially when they far outweigh any gain. Might be nicer to have 1 boost and 1 cut, so you constantly get say in your build with luck being less of a factor.
The node map is a nice touch, would be hell without it. Layout of the rewards is nice.
Art is a bit mismatched, might be trying too hard to stick to the pixel style, vut other parts(map) are just simple rather than stylized(skills). IMO getting rid of all the jagged edges would make it look tidy without taking away style, plus really easy to fix.
Thanks, that's good constructive criticism :) I can see why you felt it was grindy but I'm not sure if the suggestions are a good fit. If there were a lot more stat boosts, this game would be quite trivial and easy to finish. Imagine if Diablo dropped upgrades at a linear and regular rate for example. There ARE upgrades that make the early stages a lot quicker to go through but it's possible I introduced them too late into the game to counter that feeling. In a full version I'd like to have new maps so I'd definitely be revisiting the pacing of upgrades when I get there, though controlling the RNG of the game is at the heart of the game and I'd like to find ways to emphasize that more. One thing I was going for in this game and didn't fully land the mark was the idea that you shouldn't be always be going down a set path, but more going with what the RNG is dictating.
All of your games feel the exact same, it's like level packs of 5 minutes of content rather than an actual new game. Why not rather than putting out a new game every day, put out a fuller game later. Quality > Quantity
need some kind of attack speed upgrade, restarting each ascention is such a grind, even when you upgrade a ton of things with gems it takes ages because they attack so slow, and it takes a long time just to get to anything that drops a gem, and really long if you want to use thief abilities to increase chance of actually getting anything
Need more contrast between objects, half of the things I pick up are invisible, for instance the box looks completely empty, and the card behind the safe I got out of pure luck. You need to make it more clear that you drag the mouse too, I thought it was just point and click as it says in the tags, not point and drag, I didn't even know it was 3D.
Thanks, that's good constructive criticism :) I can see why you felt it was grindy but I'm not sure if the suggestions are a good fit. If there were a lot more stat boosts, this game would be quite trivial and easy to finish. Imagine if Diablo dropped upgrades at a linear and regular rate for example. There ARE upgrades that make the early stages a lot quicker to go through but it's possible I introduced them too late into the game to counter that feeling. In a full version I'd like to have new maps so I'd definitely be revisiting the pacing of upgrades when I get there, though controlling the RNG of the game is at the heart of the game and I'd like to find ways to emphasize that more. One thing I was going for in this game and didn't fully land the mark was the idea that you shouldn't be always be going down a set path, but more going with what the RNG is dictating.