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This was definitely fun. Could use more idle-like upgrades in case you plan to release keep working on this project. I liked the aesthetics and the mechanics, it's a bit different from the rest of the games on the market. I like the variety in the upgrades, those are definitely something that should be expanded upon, it's great not having bland stuff like "1% more souls" and so on.
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Personally hate Idle games; so please no idle elements. Would like to see more options, more story, and/or more consequences
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Hilarious, they have legs of steel. Even throwing them down from 200 feet, they like, eh, no biggie lol. Love it hahahaha.
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i feel like there should be more automation. You could make this into a idle game but you need to make the game longer. After you get the castle there are a lot of people and it gets really easy maybe new areas?
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Nice prototype you got there. Graphics are very nice. Concept is nice too. Adding a life bar and giving those humans some weapons would be a first challenge.
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A very fun game! Things I liked: VISUALS (very much so!), GAMEPLAY IDEA (luring unvilling villagers to their doom and using that to power your spells). Things that need improving: DIFFICULTY (the game as is is ... easy. The villagers should run, hide and fight back. You should be able to lose your powers / upgrades and lose the game even), GAMEPLAY (it would be great to also get some active powers that allow you to possess villagers and use them to lure more villagers, create will-o-wisps or cast fireballs and whatnot).
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fun but too easy, once i finished i realized i only needed to click the glow of the cauldron whenever a sheeple walked by.
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Here`s an idea; at certain upgrade in you house you should put another level, like those floors in vertical idles, for example, if you buy the dungeon upgrade you can have an floor to upgrade with traps, mobs, another spell and cauldron, etc etc.
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by the way, having full upgrades I left the game playing while i was writing.
got ton of points, tons of people walked past the castle without consequences.
I mean, not to sound bad but there is no real reason to actively play it once you got some autokill contraption.
having a health bar and waves getting harder , like for example suddenly fly enemies which cant be killed by the ground traps, would solve that.
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cool game.
even though at first I didnt know what to do. at all.
dropping people didnt kill them.
so had to drop them in the thing.
took me ages to realize that the weird numbers at the bottom were clickable upgrades.
and once I got the hang of it, it was almost over.
it's kind of missing a goal there.
sure, get more upgrades to be mor efficient.
but for what purpose?
you cant really lose or anything either in this game.
maybe make this some castle defense kind of thing?
can make humans multiply faster, but also brings the danger of them overwelming you and killing you.
could have some bosses that can only be danmaged and knocked back a few tiles with the spell or stuff.
It simply means more action.
fun to get the upgrades jsut for the sake of having them.
but needs somea ctual objective.
maybe have some flying enemies at some point, like planes or something?
make them crash, leaving like 4 survivors on the ground. which obviously attack your castle like the rest.
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idk if you're still deciding and what's too hard to make, anyway I'd rather play a fun game and come back to it sometimes, rather than another idle that I would just rate 1 and forget
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I think a full game would be cool, but might need a slower progression of villagers. When (if) they reach the hut/castle they should try to burn it down. This would also make more traps on the road a good investment. Maybe some kind of avatar or summons to slow the progression too.
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As a prototype it was fun to play, thanks. What was the end game after the levels up were achieved? i just let them wander around, multiplying, coming and going with the regular trap sacrifice.. im sure some poor guy got reincarnated from the trap just to fall into the trap again. Poor guy.
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i liked it :) would prefer it to become an idle game, but that's maybe just my preference. Anyway, could use more upgrades - defensive ones that kill villagers (like gargoyles on the castle, swamp holes, a pet werewolf,...) and some kind of goal would be important. Maybe be able to port your castle to a more difficult location with enough blood, but the new location also grants more options on what to do with the villagers or what to build... (I really like the graphics btw =)
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Cool concept, but its more like a story than a game, if there is no goal nor any way to fail. you should put some health in your hut to vilagers hit it or something.
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I'm pretty sure one guy reincarnated 4 times just to end up in my cauldron every time. I'm not sure if the gods are smiling upon him or not.
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I can totally picture the full game being a reverse Incremancer. I suggest checking out that game for inspiration because I totally see comparisons. Though you could have it where instead of the person moving from town to town when all the townies die, that you have infinite townies and move on when the upgrades are complete. The storyline could be that after creating the first base, a new witch approaches her with admiration for her work and asks for her help renovating her area. Then she could go from town to town helping different witches creating a good home base. I will probably love whatever you create, but I hope you like my ideas and find any of them useful.
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Fun little game...do wish I could tell whether something else is going to happen after the last upgrade (i.e. is there an ending...?)
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you could always have multiple settings with different themes on top of other suggestions based off different myths and stuff