Simple game! I really like the detailed visuals, especially the drawing in the background! Its sad to see the game play itself being a simple loop, cuz the concept could be fleshed out to be quite fun!
Good job overall hehe, I like it
Viewing post in The Last Pagoda jam comments
Thanks a lot for the review! The arts really nicely done I agree
How do you think we could make the gameplay more fun? We were thinking about having enemies be purple for a "dual click" to kill them, or enemies swaying about more with a little more variance in attack pattern, or different enemy types, or perhaps more interesting upgrades in the shop as a way to incentivise saving money for more impactful/fun upgrades. Did you have any thoughts on those or ideas of your own?Thanks again for playing!
Personally here are a list of thoughts that I believe can improve the game:
1. The difficulty seems to ramp up really quick, even at the start, I wish it would be slower at least at the start(esp for beginners who dont know the controls)
2. i wish there are more upgrades in terms for the attacks themselves! (such as piercing, AOE attacks etc) This will make the player "active" part of the game more exciting!
3. Maybe throw in some randomness during the card selection! Though that requires more content implementation, so not so easy in a game jam setting...
4. The enemies seems like reskinning and pattern matching, which is nice, but the variation in mechanics seems quite singular. Maybe when you use the blue attack it will be quite a different mechanic compared to the red one? such as like slicing enemies instead of just shooting them
5. Adding more monks are quite fun!Though its quite sad that I cannot upgrade any of them individually
I have more, but I feel like I will flood this comment section! Overall, just try to add more "surprise" elements and features in the "active part" (the part where you "actively" fight the enemies hehe)
Thanks a ton for this detailed response!!
I think thats a really good shout to lower the initial difficulty - watching others play its clear night 2/3 was too soon to throw that many that fast, without having a solid grasp of the controls
More upgrades and randomness I absolutely agree, it'd add a lot of variance and more suprise to the shop phase. Changing up the mechanics per colour could be good too, it means you'd have to adapt stategically.
I think you nailed some good ideas, thanks once again!