Controls suck, you don't get 'hit' by bad guys, you can phase through them with the dash controls, no notion of hit points? Feels like you released about 1/4th of a game?
I like the art/animation style. Wasn't sure at first, but it quickly grew on me. The fundamentals of the game seem present in the controls and such. It doesn't feel finished. For one, you need to get super close to the monsters in order to hit them, yet they seem to have a very long reach. At one point, it *looked* like we were hitting each other but we must have been about 2 pixels off or something because no blows were landing. Maybe take it a bit easier on the player in terms of balancing the opponent during the first few seconds of the game. Then, to the art and such, apply a thick coat of polish. Then I would play this.
It would be interesting if you could weed out the simple rotations that result in the same puzzle being displayed over and over again. You place the same blocks in the same position with a 60 degree rotation. It gets boring. My suggestion to a player is play maybe 10 levels on small, 20 on medium, and 40 on hard... and then after that, you're probably going to start seeing translated repetition. if there are actually more unique (and interesting) combinations that that, then you should just establish a finite set of levels. As-is, the game only 'appears' to have 'endless' levels.
woodcutters with copper saw upgrade give 0.2 wood/sec
I have 25 woodcutters. 25 x 0.2 = 5
Yet, it shows that I am only making 3.8 wood/sec
Am I missing something? I do not own the tannery yet, but that's the only thing that I've noticed with an indication that it regularly uses wood rather than having a one time wood cost.
3.75 wood/sec actually. Woodcutters have a base of 0.1 wood per second and copper saws give a 50% boost to that. The number in the tooltip is rounded to the nearest tenth (I may make tooltip numbers up to two decimal points to help show that more).
This one was super confusing... you find the piece you need very early... there's really only one "puzzle" to solve before you can escape... it's really just combining inventory items that you find laying around. Further, there was at least one puzzle that didn't seem like it even had a solution, but I couldn't find all of the pieces for it. This is definitely not your best submission.
Ok, so I've seen other stacking games, but this one is a decent bit of fun. I like that the blocks get smaller and smaller until you're just bound to miss. If you could entertain suggestions, I would like to see goals or missions (whatever you want to call them) like "get three perfects in a row" or "stack 30 blocks in a single game"... you get the picture. I only got 41 in my first try, so maybe this is in there, but it would also be cool if there were stages. Like, every 25 stacks a new mechanic is introduced... wind, speed increase, blurred vision, or some other obstacle that would make it harder and harder to reach the higher levels. If you did that, then you could introduce a currency system that would allow for upgrades to help mitigate the obstacles and people could push higher and higher. It would just add a lot of replay value to the game.
I guess I really should've added in the description that, yes, this was a short game (if you can even call it a game). I got into game design last year, and this was the first playable thing that I have made. I only uploaded it to test if the upload would work, and how the game itself would play in the browser. I apologize for wasting your time, but I do appreciate your feedback (particularly about making the dialog skippable)
hrm... so first play through I didn't check shop prices or anything... I got up to a little over 500 coins and let myself "die" because the game was, to be honest, a bit boring. Then I get to the shop thinking I would get some upgrades of some sort, but they are just different colored faces... I am holding an umbrella and still dodging snow flakes all in hopes that I can spend all my coin on new skin? WHAT IS THE POINT OF THIS GAME?!? lol... anyhow, keep making games... (I find it extra fascinating that you have a "series" of matrix games that sounds like all the same game but just reskinned?... holy crap dude)
it is not really the same game because I try to add a different theme and idea such that the last one had powerups but in place of powerups this time I put umbrellas which seems to be a mistake
I liked it, and I usually don't vote high for partial demos on a "free" game site. Good luck with GreenLight! I agree with the other guy that everything is a bit tiny... not always sure what is an obstacle and what isn't (hint: everything is an obstacle except the glowy stuff). Nice game!
So minimal... the game is total chaos, but kind of fun... I could see how this would play very well with competitive types that *need* to have the high score.
How about instead of forcing me through this stupid tutorial, you give me the opportunity to lower the volume/mute the flippin' loud music. Then I can come back to the tutorial as I need. HRMMM????
you have some physics problems... ball would go up, level off, and get stuck... I like the faces changing, but the mouse click/drag control is awful, arrow keys at least work well... also, the ball continues to bounce off of where a block used to be while the explosion animation is going on... maybe that's intentional, but it doesn't *look* like it is.
1. Replay button to avoid having to restart the game...
2. Ranks or achievements or something to make me want to play again...
3. maybe keyboard control?
4. some basic audio?
5. real-time calculation as you go... adding some sort of PEMDAS explanation could help kids learn math or something and provide value here
I'm adding a bit more difficulty to the game, the current game does seem a bit linear