Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I am gonna preface this by saying I got pretty addicted to it, and my expectations got pretty high; so I got a bit disappointed as I played. Let me get the compliments out of the way first:

  • Classic, killer 8bit soundtrack
  • Cute and cohesive pixel art design
  • Fun clicker game concept, and good variety of upgrades
  • I like being able to press the button to 99% early; rewards proactivity

However, what made me kind of not want to play it anymore was:

  • Very slow build up. I wasn't expecting to be doing most of the clicking with 5 upgraded clones, 6 cycles in...
  • Clone promotions seem inconsequential? Maybe I didn't go far enough in the levels, but the clones are a bit too stupid and slow to be effective, even after 3-4 speed upgrades.
  • A bit more polish in the clone AI would go a long way in bringing satisfaction to the player. And reduce the frustration of seeing 5 clones chasing 1 ghost, right behind it, when they could've intercepted it earlier if they weren't stupid (i.e. make them chase where the ghost will be rather than where it is)
  • I find the choice to upgrade the amount of enemies a bit strange. Instead of spending our money on this, the game should increase its difficulty every time you press the button, to encourage player resilience, and fighting till the last second. It would also have the consequence of increasing the amount of rewards each time you start a new cycle.
  • While I love the soundtrack, having just 1 loops gets boring pretty fast. Would be nice to have a low-medium-high intensity loops depending on the cycle you are in / number of enemies and so on.

I think you got a solid foundation with a decent amount of polish. Address some of the frustrations, add a bit more variety in ways to interact with the enemies (maybe some turrets? mines? etc.), and enable better automation, and you will have yourself a pretty addictive, cute-looking infinite cookie-clicker game.

Note: I never got to level 61; some of the feedback might not be relevant considering I might've missed content.

(1 edit)

Thanks for your feedback!!!
Just wondering, did you promote all of your clones to knight?
Knight has really slow speed, but high in damage.
So to have a better synergy with knight, you either need to unlock skill or get a defender. 
Each promoted clones has their own specialty, you can know more by hovering over them. I also just pushed a new update explaining how each of the clone AIs work. 
Based on my playthrough,  its better not to promote first and gather more normal clones. Also, nice idea to make clones smarter by anticipating enemy directions. 
Maybe... I can lock promotion and players need to reached certain levels to unlock them? This allows players to focus more on normal clones first, and other aspect like skills.

I agree, I think the build up is quite slow, so it get tedious quite fast. I'm still trying to balance this aspect, as in the older version, player escalated too quickly and become too overpowered, it was quite fun watching them destroy the game hahahaha.  
Power-ups that randomly spawn on the map is one of the things I'm planning to add too, player need to be quick to destroy it or it will be gone. Some power-ups like temp increases point gain, temp infinity shield, etc. 

(2 edits)

So I had 5 clones, and I tried to promote each one to a different class. In the first few upgrades they are so similar I didn't notice what was supposed to be different about them from watching them move and interact with the enemies. But nothing a bit of rebalancing wouldn't fix. 

You can make the first few upgrades have a "great" effect, then have them get exponentially more expensive, and diminish their returns (i.e. you pay 10x the price to get 1/10th of the upgrade). That way, in the beginning, you really feel the upgrades stacking, but as you get more advanced, you really need to accumulate points to make them go from doing 1000 damage to 1100 damage. See this article.

But yeah. I was in a bit of a rush so I didn't hover over anything, I was clicking. A LOT. lol Maybe something in the UI to visualize what the upgrade (i.e. 100dmg >> 110dmg) would help communicate it.

IDK about locking the promotion. I think clearly communicating the effect on the clone should be enough. In my opinion you don't want to restrict too much player expression. If I want to promote right away, I should be able to do it and be aware of the tradeoffs.

I like the powerup idea. You could even have a special clone that just collects powerups!

As for the anticipating enemy direction thing, I made a `TargetManager` class for Recolonizer, and it's definitely overkill for your project, but who knows, you might find something in here to improve the targeting of the clones. It's where I wrote the predictive targeting logic (see GetCorrectedTargetPosition). It has quite a few dependencies for some other functionality (such as using physics to shoot a rigidbody projectile perfectly on target), so if you want me to share more just ask.

Good luck on your project!