I assume someone's already brought this to your attention, but upgrading can only be done on currently equipped gear. If you want to compare upgraded stats between two items, you have to leave the upgrade menu and go equip the other just to compare the two. Bad design.
Simple, short, fun. Not overly complex and it doesn't take an annoyingly long time to traverse passages or to find your way around. Charming visuals and sound. This is everything it should be; it has all the right characteristics for the type of game it is.
This one's more luck-based than anything. Maybe it's just that I personally don't like those kinds of games, but I don't think this is one of your better creations, Nerdook.
Obviously I can't know if you did come up with these ideas independently or not, but the game feels a whole lot like a rehash of other popular tower defense games. I already played Kingdom Rush and Cursed Treasure, so why would I bother with this? I don't feel like you've added onto those games at all.
Really good on all fronts. Creative and interesting take on a tower defense game - the interactivity from having to move and attack with the builder really adds a lot to the gameplay. It's challenging and requires strategy, but isn't crazy frustrating. Aesthetics are all great as well. The builder looks cool, the demons are varied and interesting (and my only qualm is with the daughter). The music fits. Basically you've done something new with a familiar type of game and it turned out really well, plus all the secondary characteristics are solid. Excellent game.
Different games are fun for different reasons. No-skill games can be fun, but this isn't. I see two broad directions you could take this game (or your future games): more complexity, or more instant gratification (frankly, I think it needs both).
If you want more complexity, make it more interactive and less luck-based. You advertised this game as having a "one-button mechanic", which makes it stand out from games that typically require both hands, right? It doesn't require the same manual dexterity that other action games do. So if you want to keep in that vein, add more strategy. More shopping and battle options, and less time to think about them. Have two or three shopping options available at each point, but the player can only use one. (This, obviously, means you need way more available choices.)
I do think you ought to make the first levels a little tougher, or at least quicker to get through, Matt. It was more of a problem in Bullet Heaven, but it's a little irritating to have to sit through the beginner course in Adventure Story, too. Still fantastic games, but consider that many times an audience has a short attention span and won't want to sit through the boring beginner parts.
Most likely someone else has already mentioned this, but there's some bug with the partner getting downed; it happened in my game and I was unable to revive him. It didn't prompt me to do so when I got near him, but it gave the normal warning sign when I tried to leave the screen and he disappeared when I came back. Just a notice.
I agree...