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Pretty weird, but there's a certain charm to this one! The whole layout made me laugh at first, but it did grow on me. I'll avoid giving feedback on the more obvious stuff and instead single out things that stuck out to me which I think most wouldn't consider.

When I did unlock combat and was battling enemies, it was a little confusing at first. The thing that threw me off was I was clearly attacking, but the enemy health wasn't depleting. It didn't take me long to realize it was because they had armor which needed to be destroyed first, but one way to avoid player confusion would be to put the enemy armor above the enemy health, since that's where the eyes will naturally look to see your attacks having an impact.

The scrolling chiron on the top is a great addition! That said, I didn't really notice it at first because the text is so small, it's easy to miss it at first. Perhaps a background banner underneath the scrolling lane could help it stick out for new players, if you don't want to enlarge the text. It's a great feature nonetheless. My favorite message was the one about consuming 3kg of lube. One small idea is that the one about tutorial messages going away after level 100 should itself go away after something like level 200 or 250. Also, special messages such as the one about unlocking the combo system could have a special text effect to help them stick out for people who might otherwise miss them.

I wasn't able to determine what you receive from winning battles, if anything, so that might be something worth communicating to the player. Also, all bosses were available to fight early (I only noticed this after meeting the requirements for the spider boss, so I'm not sure if they were all unlocked at the same time or if unlocking the spider boss unlocked all of them). The only reason I know this is unintentional is because hovering the cursor over their battle buttons shows the requirements to unlock them, which I haven't met. Finally, I couldn't figure out how the party system functioned. I added the first ally to an empty slot, but when in combat, it showed nothing under my team. Not sure if I'm doing this wrong or right.

Keep up the work and you will have a decent experience here eventually.

Hi! I was definitely not expecting anyone to play this at this stage, the fact that I even got such a huge wall of feedback blows my mind. I just set the project to public so I could share it with some friends to see that there's no freezes or crashes and to fix some exploits. Apparently browser has some odd quirks compared to the Godot editor. I thought I;d only get users if I went and posted the game on reddit or something not just naturally from itch.io recommending it to people

Funny story about the layout actually. I got lazy and did not want to learn about proper anchoring of elements to the screen, and having to deal with different resolutions just breaking everything. So I just gave users the ability to move and zoom the camera themselves to avoid that whole fiasco lol

The armor being at the top rather than the health bar actually sounds great!

The ticker/chiron/radio message or whatever it's called is definitely a fun addition. I saw it in CookieClicker and I just loved the amount of humor you could express with it. Hopefully it stands out more once I add some actual UI art so it has it's own dedicated little box.

You can thank my wife for the lube message XD All messages entitled ~Wifey are from her.

Oh after level 100 it is indeed supposed to stop cycling through those specific ticker messages, sounds like something I need to fix. I have a list of "early" tips before level 100 and then post-100 which is tips about combat mainly.

The special messages like unlocking content I could try to have them colored golden so they really stand out

Yeah combat is supposed to award exp, hovering over the combat should mention how much exp you gain, but that probably didn't appear because the "reach difficulty 10 enemy to unlock" was appearing in it's place. Since I had them unlocked at the beginning to test things out. And the beetle fight just shows "available" when hovered upon for some god damn reason that I cannot figure out why XD

I am in the middle of adding FTUE (First Time User Experience) panels explaining things such as assigning your spiders to the party.

The best way I can describe it is that you caught me with my pants down, while the main mechanics are technically functioning, there's still issues and a lot of tutorial/info panels are missing. The fact that you even got so far to reaching the combat feature is astonishing and I can't thank you enough for the feedback, especially simple things like having the armor be above the health bar is such an easy change that I simply would have not thought of otherwise

Based on your feedback I added the following:

* Ticker messages are roughly double in size

* Ticker now has a "Priority Messages" system, stopping any current normal message immediately and broadcasting the new Priority message with Golden text. No more missing those "Upgrade Unlocked" prompts!

* Armor is now on top of the health bar in the panel. 

* Encounters now properly unlock when beating the respective difficulty requirement

* Added some FTUE/Tutorial messages around the combat/party features.

* Added "feedback" on the egg/spider when hovered upon and with a slight pulsing animation when holding

* Moved the combat and clicker skills to be in their respective panels, like clickers next to the clicking thing, combat in the combat panel. Still got to find a better place for them but better than where they were before.

* Fixed Combat sprites using the wrong sprites. For the most part. I hope.

* Fixed idle earnings counting its own idle rewards into the calculation


Also yey wall of text <3