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This game is great, I have Some Feedback

A topic by Bela created May 04, 2019 Views: 547 Replies: 7
Viewing posts 1 to 3
(+1)

Saw this game on Twitter today and like it a lot. There's a major problem for me with the campaign though: I can't get past the first level. I can make it to around $2500, but I always run out of energy despite my best efforts. I think this game has a lot of potential, but I found myself playing the initial level roughly 20 times, and as a reward, was only able to afford a lab upgrade that i didn't really understand (i bought it anyway). I also got mutations too, though I'm not entirely sure how that system works. 

I have a few friendly suggestions I thought you might be interested in: Since the movement is super difficult, the initial stage would have been much more satisfying  with slower/ smaller  targets to crush. After that, you get some cheap beginner upgrades and move on to the next stage. As it is, I just don't feel I have the technique or buffs to get through the big buildings and fast moving cars that early on. Making danger more visually obvious would be welcome too (to me, sign posts don't read as dangerous to a massive nuclear monster, but more as an easy destructible target). I also think that since energy is such an issue, health, powerups or straight up money crates in the stage would be great. These would also provide mini objectives to aim your destructive path towards. The look, sound and feel of this game is executed perfectly. I think my concerns are just about making the upgrades and leveling-up more gentle, smooth and understandable. Oh and one last thing, I found the game to be pretty blurry on highest settings. I think this was due to an intentional image effect, but I was squinting at a few of the UI tutorial texts. Anyway, great job, I look forward to playing more and thanks for reading my rant.

Developer(-1)

Thanks for all the feedback Bela! This is really helpful!

I'll definitely aim to get a gentler ramp up with some new levels for next month. I've lost my sense of difficulty so hearing from a new player about where you got stuck or how much damage you averaged is excellent reference for making things friendlier for on-boarding for future new players. I'll also need to figure out how to establish a clear and consistent visual language for hazards.

Adding more bonus power-ups into the stage is also an excellent idea that I'll need to introduce and figure out how to balance.

As for the blurry UI, I'm still trying to figure out what to do with that. It's part of the aesthetic but I definitely get that it makes some things difficult to read, so I'll either need to make text bigger or perhaps bypass the blur entirely for the UI.

Thanks again for all your comments. Very much appreciated. If you ever have any specific gameplay questions feel free to ask in the discord channel.

(+1)

From an accessibility standpoint, could you consider making the blur a toggle or slider in the Settings Menu? It could be called "projector focus". Could be on by default but turned down or off for those who need it, could even turn it up to be silly.

Developer

Absolutely! The blur effect right now is problematic especially for the UI legibility. I'll be including some options in the next update to adjust all the post-processing effects as desired.

(-1)

or like the more radiation u pump into yur thing the blurrier it gets? idk

Developer

Ooh, that's an interesting approach! TBH I added a slider for the blur this week and now I think I prefer no blur, so I'm considering making that the new default or cutting it entirely. But you've given me a couple new things to think about - 1. Having the radiation level affect visuals in the lab and 2. Possibly introducing different rendering fx based on each monster's unique features...

u got it. I totally know that feeling of losing touch with how difficult things can be while developing in a vacuum. Yall have great stuff tho, just about tweaking those variables I think.

Glad I could help!