I suggest moving the language selection to the start so people don't think it's only in German. I'm also having trouble getting the language to actually change in the menu. I'm guessing it's saying to restart the game (that popup should always use the right language) but that doesn't work.
Acamaeda
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The lack of renewable healing is an interesting concept, but really doesn't work in the long term because the less skilled players who need the healing will run out faster. It also encourages just dying to respawn if you take too much damage. And even if you manage to get around it somehow with incredible level design, the level editor version won't be like that.
The first boss feels like its attacks aren't telegraphed or reasonable to avoid, but its health is low enough to just tank it.
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.
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!
