Decent yet mindless game; why am I questing to kill all these guys? I guess for my personal high scores...What I like the best is the simplicity of the game play; it really is about protecting your health. I've seen other similar games really screw that up. Eager to see where you take this from here. If I were able to fix a single thing, it would be to redo the character descriptions to be completely explicit as to what you get from them. **For example, the Knight reads:** #. Brave and Nobel. Start with # armor. Knight. +0 total armor. Health #. **Instead I would do this:** Level #. + # total starting health. + # total starting armor. + whatever from pet. Then the Knight's description "card:" *Brave and noble. Gains health every # levels and armor every # levels.*
The idea is nice, however it really doesn't feel like a management game more like career mode in an American football game. So, I'd like to be able to not to play the games and the management side developed more. I'd also like to make a custom team and go through developing a franchise from no players. Still, this feels really polished and like I'm playing on the SNES or even the NES. Great job!
Great progression design! Great theming! No matter what level, there's ever only lulls. Minor problems: please make each number fixed to #.###e# so it doesn't "bounce" visually; it currently changes between #.## and #.### depending if the last number is 0. Also, like others have said, the ability to see your stats or bonuses like crit chance, crit, or simply seeing which upgrades have been purchased. And finally, surprised the final bonus wasn't something like "genius" or the ability to soft reset, or "death" which would be an upgrade series to double the value. Whatever, thank you so much for coming up with this.
I actually like this, but the traps are too easy to manipulate. The final boss should have been damaged by the glue/lava but I should have also had to time the spikes better so they would be up when it strikes. I would also suggest adding quicksand tiles which would slow you down and/or kill you. I would've also like to see some maps based on the birds rather than them being almost an afterthought.
I liked, not loved the curve on everything, as all the categories (skills, artifacts, quests, and exp) feel like they should go on forever but don't; immersion broken. I like the legacy line skills as I'm a fan of PoE. Still, this is a solid idle. Will be sending you some suggestions.
Great innovation on puzzle platforming, but I wish you used a new character. I also wish you had designed around a slight delay on turning on/off rather than something immediate, kind of how you can dash with fire. I also wish you could be close enough, like and extra 5 pixels to the water/abilities, again similar to the fire dash (and a reduction on hitbox for spikes by about 3 pixels). Last request is a new ability to hang on to the edge of the ice, so you have to double tap to get off them unless you jump. Anyways, awesome game!
Nearly an interesting game - most of the upgrades seem like a waste of time and the enemies appear way too slowly. I also dislike the checkpoint system and I feel like there's no sense of progress most of the time. I love some of the enemy designs though (such as the surfers almost dancing to the music)!
You can kill the block cannon (and the shroom surfers) with the Spiked Shoes upgrade.
July 8th update: so what business on the left side is most like the technical debt you have to take...would it be the newspaper? Is it that bad?! If so, ouch. May the angels be with you!
WHAT?! This is brilliant :D - actually we were having a chat about a similar idea, but this is a fun idea. Thanks for the suggestion!