Wow. Serious design errors make this game unplayable. First card, opponent can bet, but I can't bet. This means the opponent always has an advantage. First bet, if opponent raises and I call the raise, opponent can fold. wtf? Aside from that, the variation of being able to destroy/change cards on the table destroys any chance of figuring odds on ANY card combination. This destroys the concept of games of chance, and instead produces a game of RNG. 2/5, 1 point added because the overall layout, graphics and sound aren't that bad.
Opening chests now results in roughly one mil per chest, regardless of the number of gems received from each chest. If there's no variation of rewards gained, clicking on all those gems seems pretty much pointless.
Same problem as yukkakoya: game froze while I was opening chests. Had 64 chests, now I have none. Game reset to a point before I tried to convert chests, but my prestige has been reset from 64 to zero. Having to slog through a prestige level just to restart while losing all that prestige is a total buzzkill, and this isn't the first time this has happened to me, either. :(
Great game! Voice/music is unbalanced though. I'd suggest either increasing the volume of the voice(s), or decrease the velocity of the music. Frankly, it sounds like the velocity of the music is too high (ie, the music inputs are a little too 'hot', resulting in sound saturation which in turn blankets the voice overs.)
Glitch: game froze while collecting prestige chests. Rebooted game... no coins from chests, back at a previous game state -- except I can't prestige, even though my prestige is at 5. (Prestige number onscreen is 5, button for claiming prestige is unlit.)
Love the game! I have a few suggestions to make this game even better. :) The first chest south of the guild hall gives 1 gold. Fine in the beginning, but sort of annoying later on. I suggest multiplying the amount given by the number of resets, or perhaps the number of resets x 10. (Conversely, you could do away with the chest entirely after the first reset since prestige provides plenty of gold to work with!) I also note that while the progress bars work well, they don't give specific information on progress: how many foes are left? How much more time must I spend on exploring/resting before moving on to the next quest on the map? Seems like this info should be visible when hovering over specific quests.
Why is the collection button so slow to charge? Having to wait to utilize it seems a good idea since it builds anticipation, but the interval seems way too long. As is, the button engenders boredom more than anticipation. Try cutting the interval back to a minute or so and see how that works.
My earlier post about the game freezing up wasn't the game... it was my computer! Sorry, operator error. Next time I'll check twice before commenting. :P
We are far from release. Thanks to your ideas and reports - feedback in general - we decided to add more features to the game before the release:
1) Customizable player avatar / hero that take a part in a battle with damage based on level.
2) Claimable achievments / quests
3) Enemies progression line - 35 camps and 6 "bosses"
4) 5 extra resources and crafting
5) PvP moved to optional "thread"
6) Minor changes and bug fixes
Good idea, but the implementation needs work. As is, the diver has no form, looking more like a rag doll thrown in the air than a diver executing a dive. 2/5 Needs work.
There's still glitches and bugs, but it looks like this'll be a fine addition to the Burrito Bison series. That said, I've noticed these bugs/glitches/unexplained phenomena: 'Launchador' changes without notice or reason; trying to watch ad videos crashes the game. (btw, it worked twice for me, has crashed every time since.) Attempting to double the value of a chest also results in a crash, although this may be the same ad video glitch as with the pinata.
I like it. This seems like a good, unfinished game. But it lacks information. I'm buying colors... why? What does that do? I'm upgrading pencils, eyedroppers, paint pots, etc... why? What does that do? At first I had to select 'next' to go to the next drawing, but later it became automatic. Why? Besides the lack of explanation/information, the game sort of lacks a sense of reward. Even adding counters to things that are upgraded would help: Let the player see they've upgraded something nine times = feeling of accomplishment. No counter = feeling of pointless grind.
There's a good game in here, it just needs to be finished. :)
We are far from release. Thanks to your ideas and reports - feedback in general - we decided to add more features to the game before the release: 1) Customizable player avatar / hero that take a part in a battle with damage based on level. 2) Claimable achievments / quests 3) Enemies progression line - 35 camps and 6 "bosses" 4) 5 extra resources and crafting 5) PvP moved to optional "thread" 6) Minor changes and bug fixes