@Dragn616: Not all buildings have flavor text. If anyone has a suggestion for flavor text, you can post it in the comments and I might use it in the game. The following do not have flavor text: mill, well, house, large house, apartment, garden, park, zoo, storage, warehouse.
Sorry about the stashes reverting to the small basic ones upon load; they're actually still the large stashes (capable of building everything) but they don't look like it. Will be fixed in 0.0.6 tonight.
If people are wandering in the middle, give them more sight. If the game is going slow for you, upgrade speed. And yes, life up is not really a good thing right now, will change later.
The odd flowers and trees make resources spawn MUCH faster, and are automatically built when your guys build up enough resources. It'll make more sense when the other buildings are put in--they'll make a small town but won't venture out and become happy until you upgrade their sight. Sight does not suck for an upgrade, don't be fooled.
A help system (more like a tooltip system, it'll use up all that unsightly blank space and will get rid of the ugly instructions screen I threw together) will tell you all of this once I can put it in.
TO SUMMARIZE: Hold on, guys, this game isn't complete. I used eight days to get it to this point so I could submit it for the GiTD contest, it'll take a month to actually bring to a finished state probably. I didn't really expect people to like this.
To answer everything: Yes, the interface is stretched and ugly, I'll be fixing that once the Game in Ten Days voting is over. I can't touch it for now, and had to upload it as-is. Yes, continuous backbreaking labor for their short 30 second lives and carrying poop around (it's dirt actually) makes them happier, don't question their judgment and get back to making them happy. And there are no saves yet, sorry, that will be implemented as soon as voting is over as well as music (so the mute button has some effect) and pausing. The quality button is the only right-hand button that works for now, though lowering the quality of a pixel game isn't really noticeable.
Thanks for the feedback, everyone! Updates will come as soon as I can actually update it.
Reminds me of a roguelike. Having a longer sword (or just a different selection of weapons overall) and more enemies to balance it would've been more fun, right now it's kind of a game about stepping away/shielding at the right time and then turning around to strike back, not strategy or action.
The full dungeon version of this game should be fun, though, you should finish it.
As for bugs: The wave counter on my second playthrough stayed at 1, no scores are being sent, score rank of S+ for standing still the entire time.
That was the easiest medium badge I've ever seen.
Interesting concept, but it didn't really draw me in with its minimalistic graphics and unchanging gameplay. Also could use a high scores list.
3/5, it's pretty good for a 10 day game. The difficulty was well balanced, though I wish the missile ragebots weren't so useless. They shoot off the screen 90% of the time. Helibots were useful because they cleared dropped mines, but their hoborobo effect was basically nothing. Never figured out what the junkbots did, a description for them would've been nice. Also, more slots for houses would've been cool so you could actually use some of the neighbor abilities to their full effect and have something to do with the pile of money near the end of the game.
So you enslave dozens of creatures to do hard labor for you, bribed a woman into love with extremely expensive gifts, and killed several cute deer and monsters...
all so a bunny would put on a bikini and dance for you?
The excessive short range is kinda annoying, and the homing range is even shorter for some reason. It basically requires a shotgun-like build. Maybe have energy consumption determine the range of shots? Otherwise I like the changes.
Also acceleration for all cars could stand to be much higher. A mini cooper shouldn't take 30 seconds to go from 0 to 60. Maybe a fire truck on a 45 degree uphill slope, but not a mini cooper.
The wheel takes a really long time to automatically straighten out and manually straightening it gets awkward, the tracks all are really small and curvy, and there needs to be quality and sound controls. It's a good start to a racing game, but any degree of control or slowdown problems in a racing game kills it.
Had to beat the 8th level under 1:20 four times to get the achievement for some reason, but oh well. It added extra length to the game.
Really neat driving game--I usually hate flash driving games but this one looks great and controls well.
Very good shooter, the only bug I found was that logging into Mochi didn't work. As for balance, bosses have a lot of HP and they get repetitive, but the rest is great.
Druid and necromancer are the best starting characters, while birdman tribe leader and platinum dragon are the best late-game characters, in my opinion. Overall a really fun but repetitive game, wish there was some reward for getting all the characters.
z7, I went up 4 levels in a night (34 -> 38) with my balance druid and I found that perfectly fine. Most idle games I've played level up much slower. Try different specs, they're not all equivalent for all levels.