Can we get a marketplace to exchange goods for each other? Right now, I'm out of space and don't have enough food to buy more. without a marketplace, my game is practically at a stalemate.
Resource exchange should be done by this weekend. I'm trying to set up a system where the exchange market has a limited number of goods, and the exchange rate of any one resource is dependant on the supply of that resource versus the gold available in the marketplace.
Good first game! I'm also reading your responses. If you're having problems with data types that hold larger numbers, you might want to check with the developer of 'Idle Mine' also here on Kong and being actively developed. His game uses values in the quintillions (I have 100,000 qt dollars on there right now and that's not even close to the max).
Yeah, I'm working on a prototype: http://gyazo.com/b55c6951173454b71ce0e8233592f5f4.gif
Works! Will implement in the next game: http://gyazo.com/2fc7b43cea663bdcbf3e080f20cf9bcd.gif
Found a minor bug. If you can land without destroying your craft, you have to self-destruct to end the mission. I suggest that if you can land without exploding and stay there for a few seconds, the mission ends. maybe with a % bonus?
i finished the entire preview! While i did manage to make a few components (how does an 'external' combustion engine work anyway?), I never did actually upgrade my tank. Are those all being saved for the full game?
This is a quality game! 3 suggestions to make it a little better:
#1 That intro video made no sense. was that on purpose or was it a bad english translation? #2 Can you add the galaxy button to the cargo menu? i always have to go back to the planet to go to the galaxy. #3 add a full screen please?
So many responses to user comments :) Nice to see an actively interested developer. here's one idea: if battle is controlled by the keyboard, can the upgrade screen and the rest of the game be controlled by keyboard too? That way, we'll never have to switch from keyboard to mouse and back again.
Sorry, no time to comment. I'm fighting a hungry hungy hippo attached to a cat that is throwing tiny barking dogs. Also flying sharks because of course! My only suggestion, if you try something newer than flash, you could probably get your next version onto tablets.
This is a well-made little game. Did find 1 small bug though. i went into the shop with the yoda guy, bought a helm, then tried to swap the new helm back for my original item for just a second to compare the stats (the old item is in a box right in front of me, so why not?). I could get my original item back, but couldn't swap it again for the new one and now i'm out of my 72 black coins and can't equip the item i paid for. RAWR THIS IS THE WROST GMAE EVAR! (just kidding, it's pretty good. i wouldn't post this if i didn't think you actually update it)
It's a good 'TD with a twist' game. The only thing I don't get are the digging rules. Why can I sometimes dig left and not right? That screws up my plans *every* game.
Here's a quick summary of the digging rules. Hope this helps! 1) You can never dig up. 2) You can't dig through rock or lava or towers you have built. 3) If you dig yourself into a dead-end it's game over unless it's possible to sell a tower blocking your path. 4) You have to dig a continuous path, so once you dig left you can't dig right until you dig down another level.
Like Hoschi said, xp loss is ridiculous. i just lost 1300 xp after dying because I forgot to set my attack. This will take 10-20 minutes of gameplay just to get back to where I was. Also, there's a silly amount of required rest time. For every boar I fight, I have to rest for 2-3 minutes. Not exactly an exciting game when you have to wait several minutes between enemies.
Every battle is pretty easy after the first 10 seconds or so. Just survive that long and the AI (enemy and friendly) just stop and wait for you to attack them. You might get lucky with some off-screen enemies shooting at you, but that's the only real challenge.
Resource exchange should be done by this weekend. I'm trying to set up a system where the exchange market has a limited number of goods, and the exchange rate of any one resource is dependant on the supply of that resource versus the gold available in the marketplace.