Should be defined much better when i put the first big patch on next week (a week from now). Ta very much for the thought and feed back spaz, hope it entertains you for a bit :)
Huh, this is a really interesting game idea. It could use a bit of QoL stuff to feel a bit less frantic (Like pre-planning a route so you're not forgetting to advance in the right direction while picking loot), but otherwise is a thoroughly great design and implementation. So when's the sequel on Steam? ;)
Haha thanks :) Totally agree, I'll be pumping out some QoL features over the next few days and gauging the response from there. It's frantic by design but you're right, it should be the right kind of frantic where you're trying to figure out the best stats to pick in time rather than juggling 3 other things. Heh I know it's tongue in cheek but Steam really is my target goal after all these prototypes are done. Glad to have you guys all in on this journey and helping me :)
Well damn, I'm still getting notably less than one event resource per minute, if I'm online. It was going to be a close call making it to 7000 common eggs, but now it's plain impossible because I didn't stay offline enough :/
I seem to be getting dice stuck to the upgrade areas and/or the cursor. Once in this state, any die touched also gets stuck, and resetting only moves all the stuck dice into a pile that isn't even any of the spots that can hold a die. I now have no unstuck dice of any kind, and thus cannot gain any revenue at all
The merge behaviors are pretty unintuitive. Normally when you merge 4+ in a match-3 game, it takes all of them. This keeps outcomes predictable, and gives a bit more control over cleaning up the board. In this, it seems the bottom-rightmost three are taken, which then merge to the middle(?) block. Why the inconsistent rules? I should be worrying about where to put blocks, not trying to figure out how the merging is going to play out
Man, nimble is such a pain to deal with. It'd feel a bit more controllable if enemies couldn't attack for a turn after dodging. Similarly, endgame blight feels impossible to deal with without shields, so some way to clear or prevent it would be nice.
But those are minor gripes, and I'm curious what comes next for this fun little puzzle! Different decks? Longer-term upgrades? Fully animated 3d cutscenes? There's lots of potential here
The physics could use some polish. The idea of a puzzle platformer is usually to challenge the player's ability to plan out a solution; not to challenge their ability to physically enact their plan
So a villager dies and I extract his bones and brain. Then he raises as a zombie and explodes violently. I then extract his bones and brain again. This is excellent
Woo, finally beat all 91 levels ;) As a fellow developer, how the heck do you design these puzzles? The standard method of adding constraints until a final gamestate enumeration yields one result - simply won't work on this kind of puzzle. That, and many of the levels have multiple solutions. The thought of manually creating them terrifies me more though
Protips: Start scum the first two rounds, buying everything to scout for an early lucky break. Keep more "projects" than the 1-3 you need to progress. Never sell anything until you are forced to. An inventory full of pairs is better than an empty inventory.
Even without start-scumming or playing with 0 mistakes, challenge mode is almost always winnable. Just, you know, git gud
5/5 Great game, brilliant concept and execution. Some wonderful math went into making this all work
Should be defined much better when i put the first big patch on next week (a week from now). Ta very much for the thought and feed back spaz, hope it entertains you for a bit :)