After having completed all upgrades, these are my findings and honest opinion:
As for the sound:
- The lo-fi background music is fine, but after progressing and having the resources destroyed quicker, it should pick up, giving a feeling of progression on the music part aswell.
- Sound effects are fine except for the stars, as their overlapping sound effect is unpleasant, it needs to be looked into (and maybe limit on how many sound effects can play at a time)
As for the IU:
- The inventory tab is redundant, as you can see upgrade costs on the upgrade tree. There be a feature added for the inventory tab, like consume X amount of a resource to apply a multiplier when collecting more.
- Area selection does not feel great, having to click twice and the resources available showing twice. This could be made easier, like adding arrows next to the level number on the area selection and moving the necessary info on the hover popup window (like extra resources for the level difficulty)
-Options menu can not be accessed in runs, please add that in. (Escape key and/or a button)
As for the gameloop:
- The resource requirements should always be balanced (maybe tally the max upgrade costs and balance them accordingly) as I have over 1000 gold and 800 leaves remaining due to the extra cactus cost of Stamina III. This has to be looked into.
- Area level benefits did not feel good enough. In the endgame was better to stay on the low tiers, having stars destroy the resources in a couple of seconds then starting a new run instead of going to the higher levels.
- There needs to be an "Overheal" mechanic or upgrade, as auto collection collects resources at maximum stamina, wasting the benefit from "Absorption" and such. All upgrades should feel beneficial, but autocollect made me question if I actually should get it or not.
- Level points and Umbracite should have an infinite sink, since they become obsolete (even if more upgrades are added later on), there should be an upgrade after all other are complete to use them to scale infinitely.
- Upgrades that can be purchased for the first time do not stand out, they need a distinctive color border that the player can notice in an instant.
- There should be an upgrade, that lets you collect (or does it by itself) all resources left on the map when it is complete.
- Some resources are not visible due to the trees, when hovering over those said resources, the ones in front of them should be semi-transparent around the cursor, also it would be nice to have the ability to click on empty tiles for strategic purposes (and an option to have the targeted tile always outlined even if it is empty).
Final words:
What we can see here, is a great base for a game that could eventually be a big hit among incremental enjoyers. A couple parts need revising, but I am looking forward to seeing and playing Harventure in the future. (And for the sake of us all, please make autoclicker disabled by default, and notify the player that it is there if they choose to use it)
After all the constructive criticism, I do Thank you for making this game and best of luck in the future.