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goldylocks2

May. 09, 2020

Under rating threshold (show) Welp using 2/4 Water, Earth, and Agility with infinite berserk (from the int bonus the water set gives), and warp to 2x speed without affecting timer you can build stats for a long time, with that setup equip stats almost don't matter, just need some int to be boosted. I used that setup to cheese the final boss XD

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Developer response from PeachTreeOath

Hahaha can you even see the cards at that point while in warp zone? That actually seems nuts and I haven't actually tried going that full build myself yet. Happy you found that one, it's one of the harder ones to control due to the speed but you're right, the stats are negligible at that point cuz you're just pounding the boss' face in :)

Zippedidoodah

May. 09, 2020

Under rating threshold (show) My first impression of this was 'oh, a cool timewaster for a bit'. But as I went on, I got more and more invested. I really enjoy the rather unique gameplay you've got going on here, and I always enjoy games where you are forced to start over, but get a little stronger each time. If you ever decided to expand this concept even more and publish it on Steam or itchi.io, I'd definitely be interested!

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Developer response from PeachTreeOath

Thanks for the nice feedback, that's something I'm really trying to do with my games here. I'd like to push some design boundaries so expect my upcoming games to also try some new things. I actually do hope to make a full game on Steam, so my current goal is to knock out a bunch of prototypes to see which idea is the best candidate for that so stay tuned!

Rambotrout

May. 09, 2020

Under rating threshold (show) Will you be adding a prestige mode? I beat the game expecting to be able to restart from scratch with some bonuses. When you win and you can "try again" to beat your previous time, I think instead you should show the player how long it took them from scratch to beat the boss, and they compete against that instead. Did enjoy it, but by the end it was fairly easy.

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Developer response from PeachTreeOath

Oh yea I love prestige mechanics but I didn't have plans to put it in this one. I will definitely be doing that in one of my next prototypes so that I can learn how to do it well. I actually agree with what you said about tracking time to beat it from scratch after having some convos with players. I DO think it is a very niche thing and only a few players would do it, but I love that some people were figuring out how to optimize their runs over the course of the whole game, such as knowing which paths to take first and when. The game does lean on the easy side so that most players get to see all the content, but you must've figured out the game pretty well regardless. Thanks for the feedback!

NickHolley

May. 09, 2020

Under rating threshold (show) Final thought (having read some comments about sets), I think the sets are very well implemented. There were times when I would take a piece of equipment that was a stat downgrade in order to fill out a set. 2/4 Air and 3/4 or 4/4 Water, with my skill loadout allowing me to spam Berserk for high Agi, meant I melted enemies very quickly, especially whenever I picked up a Str potion. Kudos for the balance, it works really well.

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Developer response from PeachTreeOath

That's EXACTLY the feeling I wanted the players to have while playing this game, and is the core reason this game has a time limit. In a normal RPG, you can just sit somewhere and farm til you have optimal equipment, and plenty of time to theorycraft or use a calculator. I wanted loot selection to be a skill the player had to master, so I wanted to throw tough decisions at the player while under pressure. You really identified some solid points there. There's a lot of tradeoffs to the equipment you choose, and it also depends on the fights you're about to encounter since stats/sets are dependent on what path you're going down.

NickHolley

May. 09, 2020

Under rating threshold (show) I will point out (not sure if you intended this) that with high Int and/or the Advanced Shield resetting cooldowns, you can get Axe - Berserk going infinitely. And it doesn't go back down to zero when you re-apply it. By the final boss, Berserk had my Agility up to like 500%, and my Endurance up to over 900. I was just obliterating people by that point. Very, very interesting concept. 5/5 rating, and I hope you do another game soon.

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Developer response from PeachTreeOath

Heh yep that is an intended combo. In the end I decided to lean towards the easy side of things because I wanted all kinds of players to be able to complete the game, and also to do it with their own build/strategy. Since it's a prototype, showing the concept was more important to me, but certainly in a full version I would crank up the difficulty to really test the player's ability. I'm sticking to a pretty tight schedule so I do hope to push another game out in ~1.5 months!

NickHolley

May. 09, 2020

Under rating threshold (show) I really, really enjoyed this game. It started out at a 3/5, quickly went up to a 4/5, dipped back down to a 3/5 at at the end of where "act 2" would be, but by the time I finished, 5/5. It took a few tries to break into the endgame, but once I got Armory unlocked, and higher-tier starting gear, it only took a few more runs to beat the game. I would love for this concept to be implemented into a longer, larger game; perhaps multiple loops, each with a self-contained game almost identical to this, but each one you fully clear granting a bonus to all other loops. (1/2)

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Developer response from PeachTreeOath

Thanks for the very thorough breakdown! This kind of stuff really helps me understand the players' thoughts and can improve my design skills. It's really interesting to hear about the ups and downs of your opinion on the game, especially since there feels like 3 distinct phases to the game. The early game can be awkward to some players cuz there's a lot of new concepts in play here, and by the end game (if they stuck around that long), they probably started figuring out how to create builds that work for them and have some mastery. Yea I'm really interested in having different maps with different challenges. I have not really figured out how to connect them all to some bigger system like you mentioned, but there's a lot of potential there.

meop79

May. 09, 2020

Under rating threshold (show) The game needs an incremental/ascension aspect to it once you beat it.

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Developer response from PeachTreeOath

Yea the paths to go to making a full version are kinda interesting. The game kinda walks between 2 worlds. 1 is its incremental heritage, and the other is its roguelite-ness. One tends to have prestige and the other tends to have new worlds to explore. I'm gonna be thinking on this one (as well as for my previous game Fish Legend Fish), and I personally want to experiment some more before making a decision. In one of my next prototypes I definitely want to implement a prestige and see how it fares since I haven't designed a game with that before so stay tuned!

meop79

May. 09, 2020

Under rating threshold (show) oh, I see... you skip the final fight entirely... ok, no I was using it on the boss and it wasn't working

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Developer response from PeachTreeOath

Heh yea it's a little hidden but glad you found it :)

DiabloOvermind

May. 09, 2020

Under rating threshold (show) I really rarely leave any comments on games, nor do I give 5 stars, but this game is just amazing, great progression and rewards, great mechanics (even though adv. reflect seems a bit OP to push forward), I couldnt believe it was the end of the game when I hit it, I was so expecting a rebirth of some sort. Would this be in your roadmap to implement "unlimited" replay value, or at least more worlds? Amazing game, didn't get that much engagement from me since a while. Well done!!!

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Developer response from PeachTreeOath

That really means a lot :) I'm super happy this game gelled with you since I took a lot of risks in the game design and wasn't entirely sure what kind of audience it would get. First off, you're the first person to even mention reflect in your build! I actually beefed it up for adv. reflect because no one was talking about it so I thought it needed some love. You're right though, I think a full version would be to have more worlds and challenges tied to each world. Each world would have unique mechanics to keep the players thinking about new strategies. I'm currently still in a rapid prototyping phase but this game is certainly a candidate to finish out so stick around!

kittemple

May. 09, 2020

Under rating threshold (show) Very fun game - like others I was saying, "Aww is that the end of the game?" when I reached the other end of the map. More worlds + prestige options etc. could allow people to play the game for months rather than hours.

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Developer response from PeachTreeOath

Thanks for playing! I tried my best to give put more playtime on this one than my last game, for that very reason, but you guys are too good at clearing content haha. More worlds is definitely the way I want to go for a full version, including different challenges for each one. You all have given some real good feedback and ideas on that front.

PvPgamingbro

May. 09, 2020

Under rating threshold (show) Okay, like.... *Raises cup of root beer* A toast to this man, for creating a lovable experience that i'll definitely keep coming back to check on how its doing. Please, do continue development, because this game is absolutely extraordinary. I think i speak for all of us when i say, we look forward to the things you will release in the future, and hopefully, eventually a sequel - From a loving fan (Only comment i would make, is to agree that sound could really spice things up. I say spend some time finding someone who can make some simple, but nice music)

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Developer response from PeachTreeOath

Thanks so much! I'll toast you back for being an active commenter and purveyor of root beer. You guys have given me a lot of feedback to work with to think about what a full version of this game might look like. I'm really happy you're on board with this game because it took a lot of risks in certain areas. I'm really sorry to say though that updates for this game are going to slow down heavily now. It sounds like you're familiar with my current goals right now, but just in case, my goal is to prototype 5 games very rapidly, and at the end of them I'll be choosing one of those to turn into a full game based on feedback. Because of that I can only spend so much time on 1 game. However, if this game ends up being the one chosen to flesh out, I'll certainly be able to give you what you want :)

chrysi

May. 09, 2020

Under rating threshold (show) Nice game. Stats could need a tooltip which shows their effect (e.g. Wisdom 20:1, Endurance 1:2, etc) and it would be nice to see active potion duration somewhere maybe. Other than that - it seems that berserk is bugged. When the yellow border disappears stats stop growing but the gained stats stay until some other stat change occurs (equipment change, potion use/expire).

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Developer response from PeachTreeOath

You know, I actually didn't think of that in terms of text. I actually was avoiding the tooltip because I thought it might make the UI too busy, but succinct text like that is a great idea. Thanks for the berserk report, I didn't know that and will check that out!

meop79

May. 08, 2020

Under rating threshold (show) Advanced judgement still isn't working to kill the boss, but four fire clothing and two wind clothing plus mining the early areas for strength boosts will do it.

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Developer response from PeachTreeOath

Nice workaround :) the fire set is quite strong when used properly. But just in case you were using it differently, the judgment trick is to finish off Undead Utopia 4 with it, not hitting the final boss itself. If you are already doing that then I'm not sure what the issue is because I'm having trouble recreating that.l

joniassassin

May. 08, 2020

Under rating threshold (show) Not idle: Check Responsive dev: Check A really good concept in a really good game: Check 5/5

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Developer response from PeachTreeOath

Thanks for the review, that makes me happy :) I'm glad people are supportive of me pushing some boundaries during this prototyping process. It gives me even more confidence to try new things because people like you are looking for those fresh concepts. I'll try my best to keep it up!

Bitch_Stewie

May. 08, 2020

Under rating threshold (show) I like this game but it would be nice to know what wisdom does. Maybe it explains it somewhere but I can't see it. Anyone?

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Developer response from PeachTreeOath

It was tough to put the right text in that small space, but every 20 wisdom makes it so you have to do 1 less encounter. If a stage normally takes 3 battles to clear, 20 wisdom will drop it to 2 battles.

Rizzou

May. 08, 2020

Under rating threshold (show) This game is a lesson to everyone making incremental games

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Developer response from PeachTreeOath

Thanks so much :) I think there's so much left to do in the genre and I hope to keep prototyping fresh ideas for people to play!

Tinyhambo1

May. 08, 2020

Under rating threshold (show) -100% skill cooldown + execute = gg

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Developer response from PeachTreeOath

Yup that's a fun combo! Execute was actually on the weaker side compared to others so I gave it that STR boost in its advanced form to help it out. You can definitely get some nutty numbers using it now :)

Snivvles4902

May. 08, 2020

Under rating threshold (show) Accidentally skipped the final level with the judgment skill Whoops

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Developer response from PeachTreeOath

Heh that's actually a built in trick to the game. I actually had that in there because almost no one was using judgment early on so I figured it needed a boost in a few areas. Apparently not!

F8cker

May. 08, 2020

Under rating threshold (show) I need sounds so much.

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Developer response from PeachTreeOath

I couldn't really fit in sound/music making to my schedule but certainly a full version would have that. Must suggestion is to play the Helm's Deep scene in the background and it will pretty much fit 100% :)

Runak

May. 08, 2020

Under rating threshold (show) Loved the game. Hope there will be more level in the futurue and maybe more classes with uniqe skills. What i missing the most is an option to select the path you want to go for the auto-advance only if you already clear that path.

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Developer response from PeachTreeOath

Thanks a lot! Those ideas are definitely along the lines of what I'm thinking. Making this prototype and experimenting with a few different concepts helped me see what works and doesn't. I think an emphasis on new maps that have unique mechanics would definitely be a focus, as well as various challenges per map/world, such as a 1 hp challenge. One thing I like about that path is that it focuses on what makes this game unique and continues to make its design stand out.

Ponteaus

May. 08, 2020

Under rating threshold (show) Great concept, well implemented, absolutely loved it! Hope it gets badges soon so many more can enjoy this. Only recommendation would be to work the 20-wis-for-1-reduction into the game somewhere, maybe a tool tip. Wasted a lot of equip slots upping wisdom when I first unlocked it to no effect. Alternatively, maybe an exponential scale for wisdom instead of linear? Like first -1 at 5, second at 20, third at 50, and so on

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Developer response from PeachTreeOath

Yea the wisdom note is a fair point as the 20 req is not obvious at all and can make the stat seem broken (bad way) at first. I did consider the exponential scale at some point but I think there is a lot of merit to it being an easy math equation. I usually play by checking if something is going to drop me to another Wis level, and when it's multiples of 20 its very easy to gauge that. You couuuld add some UI that shows when the previous and next milestones are but honestly I think it's too much at that point. Great points and thanks for playing!

meop79

May. 08, 2020

Under rating threshold (show) Judgement is Not working on the boss, was this a change? if so it kind of sucks... lol The reflect damage doesn't seem to work on the boss either...

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Developer response from PeachTreeOath

Hmm not sure what's happening for you but I just tested them both out and they seem to work. For the Judgment skip to work you do need have autoadvance toggled on and use it on the level prior to the boss. I'm about to push a change for skill visual effects so it should be a whole lot easier for players to see if skills are on and off.

rachaelraynez

May. 07, 2020

Under rating threshold (show) Cool game, for those struggling I would recommend getting 3/4 of the fire set immediately. Game becomes a breeze after that.

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Developer response from PeachTreeOath

Thanks for playing :) Yea fire + farming easy stages is definitely one of the most consistent strats there is so far.

Sevensor

May. 07, 2020

Under rating threshold (show) I think the +50% Int on water 2 set is overpowered compared to what the rest does. I did hit 100+% cooldown and you can imagine what this does with bow, axe and sword (no cooldown = always ready skills). This game is a gem on Kongregate btw. Good Job.

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Developer response from PeachTreeOath

Thanks a lot! I agree, when it comes to late game, water-2 is one of my personal favorites as well due to the 0 CD trick, cuz blasting skills are a lot of fun and there's a lot of options here for speedruns. I will say that the other set bonuses are usable in other areas of the game though. Mid game, the water-3 slow can help a lot with survivability, and water-4 is a mid-game option for dealing w enemy groups without relying on skills, and works well on skeleton groups. One of my hopes is that there are a lot of different tactics for players to discover and I'm glad to see all the different builds :)

Buqqer

May. 07, 2020

Under rating threshold (show) Fantastic game. In a sea of reskinned clicker games, it's nice to see a touch of originality on Kongregate. Even after I get fatigued with it, I'll sit and think of how to optimize the different pathways. Super fun game, keep it up.

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Developer response from PeachTreeOath

Thanks so much, that was definitely core to the playstyle I was looking for. The game isn't just about the best build for an area, but the idea of transitioning between builds as you run along a path based on the ups and downs of that road. I still have some prototypes to kick out so I hope to keep surprising you each time :)

Mrpojsomnoj

May. 07, 2020

Under rating threshold (show) I skipped boss with judgement, ok...

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Developer response from PeachTreeOath

Yep, that's a built in strat, nice job finding it :)

Mrpojsomnoj

May. 07, 2020

Under rating threshold (show) When after 30 minutes I understood that I can go back, I felt like I too stupid

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Developer response from PeachTreeOath

Hah it's alright. It's not a common mechanic but going back or staying in an area to farm can be quite useful in this game.

NamelessMinion

May. 07, 2020

Under rating threshold (show) Getting an error popup and the game freezes.

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Developer response from PeachTreeOath

Interesting, I'll PM you.

artek123

May. 07, 2020

Under rating threshold (show) I would like to enquire as to where on earth is there a save feature for this game, because each time i reload the tab, all my progress fully resets, would love a manual save to escape this loop hell. pun intended

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Developer response from PeachTreeOath

Sorry that's happening to you. I'm not sure why that's happening. The game normally autosaves after every run and after you clear a stage. I'll PM you about this.

archn

May. 07, 2020

Under rating threshold (show) Small bug. I noticed that if I held my mouse over a section that I hadn't beat yet, on the map on the bottom, the reward would eventually say redeemed, after about 2 seconds of hover, even though I haven't cleared that level.

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Developer response from PeachTreeOath

Oh thanks for pointing that one out. I do remember seeing that but totally forgot to take note of that. I'll fix that.

rawr321

May. 07, 2020

Under rating threshold (show) Advance skills made the game way too easy. before that it was challenging and fun and rewarding. afterwards it was ruined. 5/5 before advanced skills 3.5/5 with advanced skills. With that said. it's one of the most creative and fun new games on kong in a while so great job.

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Developer response from PeachTreeOath

Thanks for the feedback! Yep I knew it was going to make the difficulty curve a lot easier but I want to note a few things. Most of the players who already had a good grasp of the mechanics like yourself have already beaten the game, but there are still others struggling with the difficulty and speed of the game. Secondly because this is a prototype, I think it's more important to show the full concept of the game to as many people as possible so that they can see it's potential. I totally hear you though, I play very hardcore games myself and if a game is too easy, then you won't be motivated to explore different builds/tactics/etc. So because of all the above, I'd like to opt for an easier game, give a taste of what kinds of systems a full game might have, and then when a final version does come around, it'll most likely have various challenge modes per map (like a TD) that'll give players like you and I a chance to really show off our skills :)

Shibuiul

May. 06, 2020

Under rating threshold (show) lots of fun with this game 5/5 advanced berserk skill is too op also when i was farming the dwagon pyjamas set the chest drop rate seemed too low

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Developer response from PeachTreeOath

Haha I do look forward to seeing how the new advanced skills play out and how the players use them. Most of them should be pretty strong at this point but I'm ok with leaning on the easy side on this version. Yea not sure on the drop rate issue, all dragon items should have the same drop rate as long as you were in that final zone. Thanks for playing and for the review :)

LunarKnite

May. 06, 2020

Under rating threshold (show) Despite just being a prototype, I was very impressed by this game. It's got great ideas, the innovative use of a time limit made each run interesting. I do hope a full game will be made with this concept as it's got a lot of promise. I will say though, once things like higher sets in the beginning and luck come into play, I found that it was slightly better to hang out in the earl stages to farm equipment for a minute or so to get the right combination of set items. Not sure how to feel about that.

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Developer response from PeachTreeOath

Thanks for the feedback and I'm glad you see its potential! Actually, the early stage farming was a concept I wanted to have in the game (which is why I've been holding out on an autoroute system for so long). Going back to grab potions is a legitimate strat as is hanging back there to grab sets (at the cost of stats). It's the same concept of regular RPGs where you don't progress until you've leveled enough, but here it's on a much smaller scale and a little tricky since you're still racing against the clock. While these ideas may not survive to a full version of the game, ultimately I'm happy that there is a wide variety of builds and strategies that the system currently allows. I have a lot of ideas on where to take this game and it mostly revolves around new maps and worlds with unique mechanics. The community has had some great suggestions too though so you'll see those as well :)

slayer1225

May. 06, 2020

Under rating threshold (show) I'd like to echo what other's have said about choosing a path in advance. It's not possible to idle the game due to needing to pick equipment drops. It is difficult to follow a path chosen at the start in late game as the map cannot be zoomed out during a run, and it is hard to see further down. This leads to dividing attention between equipment and skills and figuring out where to go next.

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Developer response from PeachTreeOath

Got it, I appreciate the feedback and it gives me have more information on how to address this. I'm still trying to figure out what a feature like this would even look like, UI-wise, but in the meantime I did add a slow mode to help people divide out their attention easier.

iKite

May. 06, 2020

Under rating threshold (show) This game is a ton of fun, i really enjoyed my first play through. However, my enjoyment of the game was kind of snuffed when i beat the game, and realized that all i could really "do" was try to beat my fastest time. I would really love to see this game built towards that endlessness roguelites often tend to have. A "new game plus" eventually? Maybe with more skills, or even rare-er, sweetier gear that must be found, worn, and covered in monster guts. Rating: 8/10 Replayability: 4/10 Fun Factor: 8/10 Creativity: 10/10

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Developer response from PeachTreeOath

Thanks for the breakdown and I'm definitely on the same page as you. I'm currently doing a series of rapid prototypes to prove out concepts. Though this game doesn't have a ton of replayability, I did make a concerted effort to put more content into this game than my last game since it was a common comment. I think a full version has a lot of potential and would have multiple maps/worlds to master, so it would definitely scratch that itch. Glad you enjoyed that first playthrough and it gives me hope I'm on the right path :)

stickopatman

May. 06, 2020

Under rating threshold (show) needs 8-bit music which changes on different terrains, it would be nice to have on hit sfx as well... and on hit visual effect, 3 frame maybe 5 frame animation is enough. not necessary but would be very good, sound is one of fundamental elements you know, im just saying for the atmosphere, immersion. Also, game felt like Monster Clearar, its a game in here, you need to check it out.

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Developer response from PeachTreeOath

Oh yea I played Monster Clearer back in the day, it was a really innovative concept. Music will be on hold as I don't have the chops for it but I totally agree on visual effects for the hits and skills, that's something that I will be putting in later this week. I would love a full version to have shifting music just like you said though, and I hope to turn this prototype into something much more immersive in a full game. Thanks for the feedback!

Pickle999

May. 05, 2020

Under rating threshold (show) any thoughts on adding more maps :)

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Developer response from PeachTreeOath

As this is a prototype to prove out a concept, I won't be adding new maps to this version. When I'm done with my prototyping phase I'll be looking at feedback to decide which game to finish out. If this game is chosen I will absolutely be adding new maps/worlds, each with unique mechanics and challenges :)

dionysuscool

May. 05, 2020

Under rating threshold (show) Is there no way to tell if you have done a first completion???

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Developer response from PeachTreeOath

If you've completed the game it'll show your best run time on the loadout screen.

Ozk4r123

May. 05, 2020

Under rating threshold (show) I think the on death effect should be changed, I do not want to die to obtain them.

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Developer response from PeachTreeOath

For Fire sets or you mean upgrades? Fire-4 is just a strategic element, but if you mean the time limit and starting over, that's just a part of the roguelite formula. The game design is to test your ability to make smart loot choices in a limited run rather than grind your way to the top in 1 big run. If the design didn't gel with you then maybe I'll catch you on the next prototype since I'll be trying out different concepts. Thanks for the feedback!

ItuX

May. 05, 2020

Under rating threshold (show) It would be interesting to see a hardcore mode where moving forward through any path is always a challenge - as it is right now, any strategy will be good enough to go through any route and win the game.

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Developer response from PeachTreeOath

Totally agree. Since this is a prototype, I wanted to make sure the majority of players could see the entire concept and get a taste of what a full version of the game would be like so it leans on the easy side. A full version would have multiple maps/worlds with different challenge modes tied to them similar to your standard TD game. With that said, I do like it in games when there are several different paths and builds to victory. In the meantime you could try your hand at a speedrun high score, just ignore all the obvious hacker scores :)

ItuX

May. 05, 2020

Under rating threshold (show) Make the boss unskippable! You can jump over it with high wisdom and judgement!

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Developer response from PeachTreeOath

Thanks for the feedback! I actually don't mind it being like that. I think it's good to have several ways to tackle the boss, and for the people that discovered the judgment trick, more power to them. I don't think a full version of the game would keep this mechanic but I'm totally fine having it as is.

Asanila

May. 05, 2020

Under rating threshold (show) one of the best games i played here on kongregate for a long time 5 stars from my keep up the good work

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Developer response from PeachTreeOath

Thanks that means a lot! I'm trying out a lot of different concepts in my prototypes and I'm happy this one really hit its mark for you :)

SeanR280

May. 05, 2020

Under rating threshold (show) I posted a comment before with some critiques, but I wanted to follow up with another one just saying how much I thoroughly enjoyed playing it, and I'm looking forward to any future updates!

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Developer response from PeachTreeOath

No worries, you gave such a thorough and objective reply I only interpreted it as you liking the game and was invested in its future. I'm really happy with comments like that and I hope to get better and better at dev because of everyone's feedback :)

TeddyR3

May. 05, 2020

Under rating threshold (show) Damn that was fun. I cant wait for more content

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Developer response from PeachTreeOath

Thanks for playing :) Like all these prototypes I'm doing, I plan to update this game for a little bit but then start work on the next one. I'm not abandoning my work, it's simply the only way I can divide out my time to get prototypes done on time. At the end of the prototypes I'll be presenting mockups of what full versions of the game would look like and have the community vote on it. If this game gets picked, I definitely have big plans on how to add content and change up the game, so look forward to that phase!

molokot

May. 05, 2020

Under rating threshold (show) its cool game , but it should be longer , just add more places to go :D

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Developer response from PeachTreeOath

Thanks a lot! All these prototypes I'm kicking out is more to test the concept and see if it's worthwhile to turn into a full game based on feedback. With that said, one of the biggest comments in my last game, Fish Legend Fish, was that the game was too short. So with this game I tried my best to extend the gameplay a lot more than there. There's certainly more room for improvement on that front so I'm getting there!

stickopatman

May. 05, 2020

Under rating threshold (show) after death screen, set items tab is bugged, all elements show fire stats

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Developer response from PeachTreeOath

Yup, big oversight on my part, will be pushing a fix within the hour!

Galaga1971

May. 05, 2020

Under rating threshold (show) ...thats it for the tutorial... what tutorial??? wasn't i just playing?? Isn't a tutorial suppose to explain stuff?? :)

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Developer response from PeachTreeOath

Heh, these are the tiniest of training wheels :) But really, I had more playtesters complaining about the tutorial having too many details than the other way around so I went ahead and lightened the load from it. Yea it's a bit scant and the gameplay is unusual but hopefully players won't mind having to poke around a bit more.

MaybeCrazy

May. 05, 2020

Under rating threshold (show) pls give us an import/export button ^^ 5stars for this beautiful game :)

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Developer response from PeachTreeOath

I was initially planning to do this one but due to the time and other tasks to do, this one is gonna be low priority unfortunately. The reason is because it really is a very short game and is usually finished in 1 session, so import/export is not that important. I really appreciate your words and I'll definitely look into having this feature for my prototypes with longer playtimes!

steveo117

May. 05, 2020

Under rating threshold (show) Thanks for the update to show the info page on the sets, however they are all (apart from earth) showing the Strength upgrade path (fire i think) Fun game :D

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Developer response from PeachTreeOath

lol big oversight on my part, I'll fix that very shortly. Thanks for playing!

The_4th_Wall

May. 04, 2020

Under rating threshold (show) This was excellent! After unlocking enough stuff, Earth 4 and wisdom became my strategy. I did find it a bit confusing as to the unlocks. I didn't quite know what I'd gotten. Perhaps a summary of what I unlocked in a single run (and what I'd unlocked total) right after a run? Otherwise, I loved it. 5 stars. Great job!

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Developer response from PeachTreeOath

No prob, a summary is coming in an update in a few hours. Thanks for the feedback and I loved that that ended up being your strat cuz I haven't seen that one posted yet and it makes me happy that a lot of builds turned out to be viable :)

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