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So, for a POC, it’s probably ok.

For an actual game… well, it’s just frustrating:

  • It’s very short.
  • No information about anything (so, let’s look at the upgradable “Strength” for example. It says “Increased damage done by x%”. Ok… And what is the base damage, and what’s the resulting damage? The tooltip is useless. Or let’s see about “Sorcerer”. It just says “Spawns a sorcerer”. And it’s upgradable for some reason? What does it do??? What’s the upgrade step do??? Nobody knows. Why on earth do we have a sorcerer in the lumberyard?)
  • Arbitrary (MAX) level for random upgradables… ok… and what IS the max level? Do you think I can remember? Like, why do we ever have a max level? It does not make any sense.
  • Number format… oh god, what on earth is Qa? Qx? Sx? Just display it in scientific format. Or at least give us an option to switch.
(+1)

Thanks for the feedback.

Yes it is a short game, and was not really meant to be a long game. This was mostly just a small side project.

About the information on upgrades and skills, you're definitely right. It would probably be a good idea to add some sort of hover-over tooltip, with a more detailed description of the upgrade/skill. Personally I like the idea, of the player wondering about what the "next" upgrade does. But a purchased upgrade should probably tell the player what it actually does.

Being able to switch number formats makes good sense. I've added that to the backlog.