I relate to you a lot, communicating with and understanding people is hard. When it comes to more elaborate games (I definitely want to check out what you've made!) it can be best to work on things one step at a time, both in development and in introducing the player to the game. In development, if you get feedback as you go, you can work to make things clearer to the player.
In the final game, a good strategy is to start with something familiar and build off of that to reach somewhere unique. This means they have something they know and aren't overwhelmed by too many new things at once. To build a bridge, you need part of it on the near shore.
Acamaeda
Creator of
Recent community posts
Some feedback: This game really needs coyote time because you can't even jump if you're moving downhill. Also you can get in a really bad spot if you mine out both small chunks near the start and can't go left.
Also, dying permanently losing resources is really bad and incentivizes just restarting if you lose things. Respawning resources that you lose would be much better.
Some feedback:
For a little while I was confused about the upgrade tree because I couldn't get something adjacent so I thought I had to follow a linear path.
It wasn't immediately clear that towers had to be on your territory to function, that was also confusing for a bit.
Before you can draft towers, your runs are vastly better if you get lucky and only get a few types of towers so you can merge them and get more. I'm not sure what a solution is.
A downside of leaving behind towers is that it's harder to get the loot from the enemies they kill.
The "wishlist" message after every section makes it seem like that's the end of the demo which could confuse some people.
The overall experience feels very solid though!
It's hard to see the messages when you pick up an item before they disappear.
I got softlocked because a checkpoint doesn't spawn you at its exact spot so instead I fall past it into an area where you can't get back up. (Actually not a softlock because you can pogo but that sort of thing is probably an issue in general)
This is a neat concept, I think the money drops are what is causing the big slowdown though.
A few suggestions:
- Make a all of a slime's dropped money a single object with several sprites instead of several independent objects.
- Money drops get faster the longer they're attracted to you (so you can't outrun them if you have high speed)
- Slime color changes based on their max HP
Minor feedback: The upgrades starting at 0.1% chance makes them feel useless since it's unlikely they'll trigger even once. It looks like they have a lot of scaling on later ones but that isn't clear initially. I'd suggest starting at a higher value and changing the scaling.
Also the light orb buff upgrade always seems to be active.
