A short but successful incremental. I really enjoyed how the simple gameplay was kept fresh by the ways new enemies and abilities affected the ideal strategy.
Lovely sprites, well-designed menus, overall very good art direction. I particularly liked the mascot in the corner of the upgrade tree screen.
Down one star because it ends abruptly with no conclusion and feels like only the first part of a game. It seems like it's under active development so this could change at some point! The main disappointment of the game was that it was over too soon.
dev feedback
- the coins-moving-to-the-centre upgrade felt very sudden and dramatic and seemed to undermine the usefulness of collectors (which I'd been finding enjoyable to use and disappointing to be less useful). I'd suggest splitting the upgrade into two or three stages where it starts slower and becomes the speed it currently works at after being upgraded a few times.
- the upgrade tree is very well laid-out, it felt fun to navigate and like I had meaningful choices most of the time. It would be better if the prices increased more as you progress - I made enough money in one round to buy the last eight or so upgrades at once and I would have liked to have experienced each one separately. I'd suggest the final dozen or so upgrades be 500-1000 each and the ones before that also increased to create a gradual increase in cost.
- I'd love a setting to turn off the crt filter. I don't enjoy that kind of visual effect and it would also be good for accessibility.
- I played the browser version on a not-so-good laptop and it did chug especially near the end but it was still playable. A setting to turn off some of the visual effects (like the damage numbers) might be a partial solution? Further upgrades that combine several spawns into a single entity (e.g. chance of a mega-dummy that the spawn cap counts as several dummies) might help keep performance issues at bay also.
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