good game. though the lack of instructions can be frustrating. some of the larger levels could also use checkpoints. having to restart large a level because the only way to learn the rules is trial and error sucks. the weak point on the final boss needs to be larger.
i suggest adding an option to reveal all neighbouring (unflagged) fields if you doubleclick a number.
PS: here's a great minesweeper clone https://pwmarcz.pl/kaboom/ that requires no dangerous guessing
Clicking on the middle button (the scroll wheel) does that already.
Alternative options are: Clicking on the game icon in the game's screen 5 times, which enables the right button to function like a middle click when clicking revealed tiles, or just pressing the left and right buttons simultaneously.
1) Change the "green arrow" upgrades to something else once you have all upgrades maxed. For example a temporary xp-gained boost. 2) Gold becomes abundant pretty soon. I suggest letting us buy & upgrade skills in town instead of binding them to items. The offensive skills can still require certain items but this would give you the option to add more skills. So far the staff skills are my favourites and the great sword roll is the worst skill, maybe make it a quake leap instaed. 3) An optional hardmode that you can switch on in town would be great. Double enemy hp + xp gained for example. 4) Range is king, half of the enemies are harmless incl. some bosses. Melee could be buffed with some unique skills. 5) Let the "fire aura" destroy containers as well.
the main (only?) challenge is accepting that your octopus dies when he falls into water. except for that one level where he can go under water but has no clue how to swim.
overall a good base but lots of room for improvements. primary weapon should be manual targeting (fire at mouse cursor) while the special attacks shouldn automatically seek a target. the music loop resetting everytime you switch screens made me mute it after a minute. the transitions between screens are slow. levels should be repeatable.
i've really enjoyed the game. the clock puzzle is damn smart. took me a while but it felt great when i got it :)
SPOILER SPOILER SPOILER move the flashlight to place the four hanging objects into their shapes on the wall. read what is under your mouse cursor. use it on the clock.
some hints to beat the game:
* The Hermit or Hobo is the best survivor if you can get him early on, he will greatly increase your income. The other survivor from best to worst: smg, shotgun, pistol, hammer.
* Every pistol/smg shot costs one gold, so save your ammo early on. Use the bat and let your followers do the dmg.
* Go for income upgrades first (sink, "gold string", water research, plants). If you die you can always retry the day with different upgrades.
* Keep the power leeching dude alive, he will delay the next wave a bit. That gives you time to repair and heal.
* Brambles are powerful if they are fully grown but they don't give watering gold, so replant them.
* Keep the Queen alive as long as you can. She summons stronger and stronger waves but the increased income will greatly help you in the following days.
* Your followers know when the king is vulnerable so wait for them to shoot. The honeycombs are best cleared with grenade or shotgun.
"Increases Gold String Value" really needs a better caption, that does not make much sense. I assume it means increases gold earned/picked up?
Also small bug: if you reload the first action on the sink is "fill bucket" instead of "pickup bucket".
why the friggin gold pickup? it is clearly treated as xp so please just award it on kill. chasing after gold coins before they despawn instead of fighting takes the fun out of the game.
nicely done. progression is well balanced. upgrades and powerups feel strong. bosses are creative. completing the game requires little grinding. the achievments require grinding but thats what they are for.
some suggestions: 1) increase the reward for the pacifist achievments since you get no coins during 2) put a little grey/yellow star on the levels with achievments to indicate the status once you completed the level. 3) remove the level or give it some use. right now you could just replaced the "reach level x" with "have at least x upgrades" 4) Let the double coin powerup also incrase magnet range. 5) Have a bullet explosions for every [P] after your 5th. 6) The patience achievments need to be reworked. Right now the later ones are too hard in my opinion. 7) Endless mode, starts at a difficulty like level 3 and grows to level 23 + enemy ships. Including achievments for surviving for x Minutes. 8) Have bosses drop a quarter of their coins after each phase instead of all at the end.
there are only 3 choices as far as i can see, every other update will show up eventually. only those three pairs lock each other out: 1) +dmg/-shied vs. +shield/-dmg 2) more dmg at full hp vs. more dmg at low hp 3) + attack speed vs. + damage. i wish there were more decisions. for example explode on death vs. missile wave and boost both significantly. i also wish for a bit more enemy variety, maybe different stages/worlds.
I am just stuck at dread 11, wave 6950. All artifacts upgraded, everything researched, all passives maxed, auras at 700+. Had the game run to farm xp for days to get the boost from level. Tried different weapons. Running the game on x1 speed. Nothing seems to work. So I am just giving up the grind and will return in the unlikely event of an update. (The guide from wtb23 helped me a bit earlier, but I am still stuck here.)
Clicking on the middle button (the scroll wheel) does that already. Alternative options are: Clicking on the game icon in the game's screen 5 times, which enables the right button to function like a middle click when clicking revealed tiles, or just pressing the left and right buttons simultaneously.