Well it was fun. I would give it 3/5 currently, but great potential. Playing the SAME configuration of bad guys over and over and over and over etc isn't fun. And need to fix being able to shoot ALL missiles down. And why can't I pick what ship I want to use? Any why can machine gunners shoot through their allies?
epic fail on the end of day, still have a solar left but overshot my last shot and used all energy day over, right at the top but didn't jump through in time before auto end, right next to gems I just drilled but not enough time to reach them.... needs a better end of day feature.
You need a hard look at the whole thing, I would assume some major redefining is in order. Someone put it best, very good clean polished start! Personally I see the following to make a complete game so you can address issues like re-play ability, premium content addition etc.; leveling needs balance (are we to have all 3 trees maxed at same time or only 1 with limited bonus from another 1, 2 tree(s)?), having 'shops' (talent & gold) in 2 different locations, blacksmith needs balance (won had 360k gold), the game pausing without control, the length of the game, the talent system being linked to in game timers, failed games yield no reward (makes people feel like they really wasted their time), in game info (enemy life, income wave, my damage), implement suggestions from players (multi arrows, endless mode improvement), grinding (if 3 trees intended to be maxed) and as always the most important thing is it fun or frustrating? Seems like most people agree it's a fun start.
I appreciate the feedback, urak. The cap is set to 50 in Campaign Mode. At that point, you should have enough to max one tree and almost max another. I'm a few minutes away from pushing a new build that addresses the gold surplus. I've added two more tiers of blacksmith upgrades that cost 25,000 and 50,000 respectively. I'm not sure what you mean by talent system linked to timers? Are you talking about the cooldowns? Failed games do yield reward! If you fail, you retain all XP, gold, level and talent points you gained during that level! As for in-game info, there is an in-game Bestiary in the pause menu that gives some minimal information on each enemy as you encounter them. Again, thank you for the feedback as it is much appreciated.
When I read reply's it sounds like reasons why instead of the solution addressing the issues. I fully understand you are not going to redo the game. I have seen your attentiveness to your players, I applaud you. You have much potential, Good Luck! If I were to speculate having the talent/spells page being directly tied into the timer for in game spells isn't the best. For example when I want to try a new setup and place my new spells I have to wait for the timer or quit to reset. ;)
I agree, having a reset button inside the talent tree somewhere would be very helpful. I'm trying to figure out how I could implement it there, but there's not much room to work with. I'm gonna see what I can do!
LOL your reply's are comedy!!!!! If you are really arguing that players of upgrade games don't know the value of 'talent' points then maybe you are making games for the wrong audience. Most of us are smart and experienced, a quick tutorial is more than sufficient!? And if you are a gamer or game developer who is really acting like having your game paused without your knowledge or control isn't a very annoying game mechanics then you Sir, are very out of touch with your audience. I can only reset talents outta game but I can't edit them or even see them until I start the game... makes sense, without a doubt best way to accomplish that game mechanic. Apparently you are so caught up on defending your decision rather than listening to input. Guess I won't waste the time to give my overall opinion of this great potential, fairly fun game. But your attitude Sir, it's a 1/5 :/
I never argued that players didn't understand the value of talent points... I think you're taking this way out of hand, lol. I am basing the design decision to pause the game and force talent spending on factual info given by players when the game was in testing over at FGL for a few weeks. The game originally had the same dialogue notification but it didn't pause the game. And the feedback (which was a lot) was that they never really noticed they had talent points to spend and wound up dying. Likely poor interface design on my part, not the player's fault. I agree that the game could probably have an area to check out your tree but we never wound up putting that in-game. I'm not caught up on defending my decisions. If you've cared to look at any other replies for the past 2 days straight, I've been practically replying to everyone that has been having issues or feedback and updating the game constantly. I'm taking everyone's comments (even yours) into note when pushing new features!
same game, same annoying features. enemies popping up behind you without a realistic way to kill, as you upgrade the weapons become less effective, no control over formation, etc.... all the same problems from #1 and no fixings... disappointing!
By 'slapping me in the face' to spend my talent points should highlight your poor game layout and you should solve that problem by having a 'skills' 'abilities' 'talent point' menu button when you are on the main map like every other normal game, NOT FORCING the games players to PAUSE in the MIDDLE OF THE FREAKING GAME!!!!!!!!!!!!!!!!!!!!!! Thanks for making me miss shots, shoot loot creatures by accident or generally just mess up my game play, thanks for that :/ .......... Your answer just makes it SOOOOOOOOO much worse....
I'm sorry our flash game has angered you to this level of madness. I'll be the first to say the button layout (or lack thereof) may not be the best, but so far you are the only person who has said they were upset that the game paused to make you spend your talent points. Again, the reason you are forced to do so is because if you happened to ignore spending the points when you leveled up (like MANY have, based on feedback before the game paused) you would be demolished because those talent points are precious as soon as you get one... unless of course you were on World 1 which requires little to no thought. Apologies that we couldn't satisfy your hunger. And I'm not sure why my previous answer to you made it worse... there was nothing sarcastic or witty or demeaning that I posted in my previous reply. This reply, however, I can't say the same for.
This was a design decision to make sure players didn't skip out on spending their talent points. We went through a long testing period and many players completely missed the dialogues to open their talent trees and spend points, thus continuing to play the game with only arrows and eventually losing. So we decided to pause the game and slap you in the face with the dialogue box so you're forced to spend your points!
On one serious note. You should add a warning for epileptic for the risk of seizures. When fighting flashing bosses and flashing bullets the color scheme you have and they way the balls shoot out in rhythmic pattern is hard on those susceptible.
This game was fun!!! 5/5 A++!!! I would like to see a more challenging #2 that's more in depth with your concept. Also after boss fights if you pick up the key/item first all the gold should auto pull to you because otherwise you lose out on it.
I appreciate the feedback, urak. The cap is set to 50 in Campaign Mode. At that point, you should have enough to max one tree and almost max another. I'm a few minutes away from pushing a new build that addresses the gold surplus. I've added two more tiers of blacksmith upgrades that cost 25,000 and 50,000 respectively. I'm not sure what you mean by talent system linked to timers? Are you talking about the cooldowns? Failed games do yield reward! If you fail, you retain all XP, gold, level and talent points you gained during that level! As for in-game info, there is an in-game Bestiary in the pause menu that gives some minimal information on each enemy as you encounter them. Again, thank you for the feedback as it is much appreciated.