Quite a few changes since last time i played this. (a sign of a responsive developer) but now i gotta figure out where to get drones and try them out :) Congrats on the badges, you deserve it. and thanks for saving the game in a way that i didn't have to start over when coming back. you've earned my 5th star. Great work man.
It's a good start. When you pop enemy ships you should be able to salvage it. get rid of the forced progression. (aka auto scrolling forward, especially when the ships is headed back) It doesn't need to allow scrolling back just stop the advance forward. If you are going to force auto dock, make sure the resources are completly off the screen for at least 3 seconds before auto dock happens. you force the players to possibly fail their mission when they could of completed it. Also upgrades should be spread out so you could upgrade things separately. (hint upgrade slots is the recognized way but could be "weight" based) all in all this looks like the dev either hates people or didn't want to make this game. Has decent potential just needs some love. 2/5
bounding box on the lift need to only check for collision as it's moving up. the way it's set now if you are under the lift it gets stuck and you are stuck also. no way to get out. also first screen says to use w and d to move when it's A and D. Is this your first Lumdum Dare? Get some practice and good luck for next year.
Max level too early. after i stopped there were a few extra that got registered? was i somehow able to click faster than it could register? kinda odd :)
wow, what an insulting game. not only are all powerups and enemies coming at you randomly. But all experiance does is increase the multiplier on your score. Not only isn't there a leaderboard in game or in kong to make use of the score, but if you ever have a run that you don't beat your previous hiscore you know that round sucked alot because you are on a higher multiple. With no way to manage the randomness there is hardly anything to feel acomplished over. I mean for crying out loud the end screen doesn't even display what day you made it to.Don't get me wrong there is a little bit of strategy but, I doubt Strategists or Completionists will find this game compelling. Not sure how it got badges but i'm sorry to say those are the only things that got me to do more than 3 runs. +1 for music, +1 for art but that's it. 2/5
how can the same candy hurt and heal on the same opponent? Something is wrong with the range on your RNG (random number generator). Since this is first game posted here, I'll be nice and not rate it.
Well, its the range of the candies, the red candy have a -3 to 3 range, green have a -6 to 6, so those can heal and hurt, the other or just heal or hurt. If you are dying you can choose the red or green to get a heal on yourself and hurt the oponent, to make it more dynamic.
I did like that the plane has your Kong name on it. but yeah The imbalance between costs also made me get workers too high to be able to advance to the new era... Could you make things not able to be upgraded if thier era isn't there yet? that would solve this problem. (and erase the silliness of having an airplane in the Iron Age.)
Nice move on separating the refinery into groups. But a few last things. I reserve my graphics star on Unity engine based games for user interface. So... to earn my other star you need 2 things.
1.Flip either the left side gages (hull and shield) or the right side ones (energy and fuel) so that they drain in a uniform way. Many ways to skin the same cat so i can give an example if asked.
2.The click drag selecting event need to be limited to the field. To many times my target list gets cleared while click activating my weapons.
If I really wanted to be a stickler, i'd comment on how the gate positions don't match up with the connecting lines between solar systems but that's a bit of polish only a few like myself will notice. So not setting the requirement that high :P
Good work overall. 4/5
k, ill will add those to my list. :) thanx!
edit: just FYI, unity doesn't make the graphics awesome, i spent almost half the time of this project on modeling and uv mapping. granted, im not great at it... but making things look good in unity is not as easy as you may think.
please refresh the pirates list on either the kill of the last listed pirate, or each time a new spawn happens. I've had times where it took so long to kill some pirates that new ones showed up near me, and auto target selected a different group quite a bit away.
2 things: 1st a small one. When I hover over the upgrades i get to see the first one but if i move to one directly next to it, the new ones info doesn't show. It appears that the command to show the tool tip happens first and then the clear command from losing mouse position fires, hiding the tip. and now for the 2nd one. I'm also getting the "Replay - Exp divided by 2" message. It started as soon as I DID do a replay (level 3 i believe) and now is on EVERY mission afterwards. (on 21 as i type this) I thought it might have had something to do with going to a different screen so i started doing levels right away some hard some normal (skipping spending points) and still get that message every time i complete a level. another odd behavoir Before i was getting that message i had to select the next level but now the next level screen show up right away.
Hope this helps. almost forgot, great game otherwise :)
just noticed that you can deflect if the shot is timed right. But it showed an asteroid exploding after it hit the left side of the screen (wait for y to be < negative spritewidth before removing it) one i deflected to the right disappeared fine (making me think your checking the top left corner for cleanup). okay now i feel like i'm spamming, keep up the good work.
X) you used the same sprite sheet for explosions that i did for one of my homework assignments :) (a missile command clone) Really liked how asteroids could bounce off each other and made me think about the salvage method. What about changing "salvage" into minerals and thus asteroids could give you something to build with? if the hitbox on the asteroids got bigger right before it is removed, then waiting till the last moment to kill an asteroid could collide others off away from the station. if those weren't killed the player wouldn't get the minerals from it but might possibly keep their shield intact. just an idea. Also liked how perfect the autofire aiming was. it felt like the should only be that accurate after being able to upgrade them but.. if i start talking about upgrades i'll never stop so...
Good work so far. looking forward to the beta ;)
Skeleton animations are surprisingly glitchy for an unity game... like the blendtree transition triggers are too sensitive or maybe the animations aren't frame-matched for their loops... hard to pinpoint the issue, sorry I can't be more help here. Also, please put the cannon turning commands (A D) in the in-game instructions. you can't always rely on players taking the time to read out-of-game info in order to fairly review a game.
User Experiance Feedback: On a Qwerty Keyboard F is right next to D. This can cause a jarring experience for those changing directions fast and accidentally go into and out of fullscreen.
Same problems with cursor as PhantomKingdom. the offset mouse appears to happen during the tutorial like if you advance before actually placing the tower. (or trying to place the fire tower before it tells you where it wants you to place it.) After a refresh i didn't get the tutorial and still had the offset cursor issue so pretty sure it's in there somewhere. i can't be sure what caused it but maybe this will help you track it down.
Since the skills are broken can you make it more apparent how to get out of the screen? like just write some text telling people the screen is broken and to hit Esc. Little things like that will drive home the fact that this is an alpha and show consideration to people willing to playtest and bughunt for you.
Also not sure what part of the concept is supposed to be unique. this seemed like the exact mechanics from Gemcraft Labyrinth; but i'll just take your word for it till i can actually play :P
Mouse offset issue is resolved by resetting the zoom of your browser. Hold 'ctrl' and press '-' or '+' until the game window is aligned with the player.
As for the skills screen, I have disabled the button to take you to it, until it is functional.
Ah! I know what you mean, it has happened a few times during testing. It's not entirely bad, but it does lag.