Interesting micro game. Nice patterns, nice challenge flow. It's a "minimalist bullet hell" that could be better with abstract graphics, maybe, instead of so-so drawings. Nice start!
Some points: 1. The resolution didn't even fit my screen. I couldn't see the bottom and upper parts of the screen. 2. I bet a progress indicator would make players stay longer.
Thank you for your feedback Turin. You can now change the game resolution in the options menu, so even if you have 800x600 screen the game should fit your screen. I hope this change will let you enjoy the game to its full extent. Cheers!
Idle games rely a lot on the feeling of progress (in your game, the rate at which the bar moves).
Well, your info popup blocks the filling bars when you hover to upgrade. So we buy the upgrade, but you're deliberately blocking us from feeling the immediate progress (we don't see the bar becoming faster, because it's blocked by the popup). I'm sure it hurts the experience. I bet it hurts your ratings.
1. The upgrades aren't powerful at all. 2. The pace is very problematic (very slow progression). 3. You charge for progress (which you deliberately made slow) = big no! 4. I doubt anyone will ever see Moscow. lol You have some serious problems in progression design and game flow. --- I could still rate it decently if not for point 3.
Hey there Turin, thank you very much for your thorough and constructive feedback; really appreciate it!
First off, we're always considering new ways of balancing the UX; it was immensely different in the beginning and we'd like to think that we've made good progress on that. Certainly, we have more work to do on that regard. Also, I don't see us fighting the community; on the contrary, we're trying to build a community! We're just fighting the trolls and toxic behavior! We most certainly didn't want to pass off as elitists or what have you. Thanks again on your supportive and constructive words :)
The UX, on the other hands, it very bad, IMO. VERY bad. Too many interruptions and "do this", "now do that". There's no discovery feeling on the game, there's no sense of decision, as you're just following instructions. In the end, it's an almost extreme example of "hand holding". It's hard to do a tutorial intuitive AND clear, but I think you should look more into that. Good luck!
Apart from the whole AdCap controversy (in which I agree with both the lack of originality and your points about the bad manners of the community), as a fellow gamedev I'd like to say: whoever designed the UI, with its the responsiveness and coherent concepts... Don't ever lose this person! --- --- You are clearly competent and can make a very polished game. I'd love to see what else you can do, specially in an action game. I'll surely keep an eye on your games, as the production value here is very high. Also congrats on the PlayStore downloads performance.
TBH, which so many mechanics, you have a golden chance at a game with progressive complexity. Start it simple, keep presenting mechanics, progressively. But don't put a trillion messages telling what is what. Make it intuitive, if possible, or improve the whole texttexttexttexttexttext information.
You surely put a lot of work on it. You'll waste it all if you don't make a proper tutorial. Or, if you don't change your tutorial, just for fun, put some analytics on the game, so you can know how little players will actually read dozens of messages before playing the game. I'll be interested in a fixed version. Seems interesting, but it is too convoluted in its current state.
Nice game, tight controls, has that Super Meat Boy vibe. The only thing I really disliked is how the triangle autojump stuff demands absurd precision. They made me quit the game. Congrats!
5/5, pure and simple. Loved that upgrades arent just numbers going up. Great work.
I'd still prefer random pool perks on level up, much smoother camera and starting on later waves.
A Data Visualisation of anonymised results will be made available after we have a couple more weeks of games played :)