I managed to find incorrect solutions that fit all the rules on every level.
Acaykath
Recent community posts
Seems like a good start. Gameplay is very similar to other hover over to kill enemy games, but with more upgrades. I like the visuals, gets that neon vibe without being too hard on the eyes. Here are some suggestions for changes:
1: Rounds are way too long. Add more upgrades to bring it down to 30-45 seconds.
2: Bosses are horribly unbalanced. They either die instantly, or kill you instantly. I can't even reliably use ranged abilities because it usually spawns within my range.
3: Yellow currency seems to do nothing, despite being available from the beginning.
4: Purple currency is too rare. I have no more red and blue upgrades, but I can only do A purple upgrade once every 5 rounds. Still not sure how I get it since nothing drops purple balls. I'm on prestige 21, and it would take too long to make progress, so it's not worth continuing.
5: Does dropping your red currency into the power grid do anything? I think it might be responsible for the title at the top changing, but I can't be sure.
6: Can you make it so active ability is used on click instead of or as well as space bar? Perhaps make space bar stop your movement instead to make it easier to aim at something that can one-shot you without ramming into it.
7: I am not sure if enemy projectiles are too weak, or just do nothing. I can stand on top of projectiles without them affecting my health or armor, so there's no reason to even try dodging.
8: Do the teal hourglasses sometimes drop teal currency? They never seemed to drop anything, but I sometimes mysteriously got teal currency.
9: Perhaps add a movement speed upgrade?
10: Perhaps make drops combine with nearby drops to reduce lag?
11: Drops and enemies shouldn't spawn off screen. I spend way too much time scouring the edges to make sure I am not missing a ton of things I can't see.
12: Why do purple enemies drop blue currency instead of purple currency? Especially since I had no blue upgrades left by the time they appeared.
13: Perhaps add an upgrade that will spawn fewer but stronger enemies. This will also help with performance.
Once I got the planet weapons, I went from getting 1 upgrade per run to getting at least one level to a third of the tree, then one level in everything, then max levels in everything. Definitely needs cost balancing.
I think the initial value for the arcade shader is much too high. It was blurry and painful to look at. I naturally turned it completely off, like I usually do with things like this.
On the bright side, I think the end game is perfectly balanced. With all upgrades, the asteroids pushed until they were pretty much next to the planet by the end and I needed to pay attention to where they were getting ahead and push them back.
Might want to make death actually do something. You can just afk the game as it is.
Got to level 100, saw no invisible enemies. I assume this is just not implemented yet despite there being an upgrade to see them.
Defensive upgrades are useless. Need a thorn type damage to make it worthwhile. As it is, a glass cannon build is the only viable strategy.
The water animation is distracting. Perhaps slow it down so it does not draw so much attention. Also sharpen it if possible. Everything has clean lines except the water, making it look out of place.
Needs a way to scroll the museum. The creatures levels should tell you if they are maxed without having to capture them again. And, the levels need an indicator to show if all creatures are caught. Also needs to give a purpose to searching when you cannot progress without waiting several minutes to get enough money, like selling excess creatures.
A couple more issues:
First, the lower half of the UI shifts when an opponent appears/dies. This makes it hard to read/interact with the log.
Second, pokémon disappear from the dex when they evolve. For example, I used a thunderstone on pikachu to get a raichu, and now the dex has a raichu but no pikachu.
Third, When a pokemon evolves, it says "<post-evolution form> is evolving" instead of "<pre-evolution form> is evolving". For example, when evolving a charmander into a charmeleon it will say "charmeleon is evolving" which sounds like your about to get a charizard.
Finally, I think the masterball might be broken. Instead of a list of caught pokemon, I just got a list of rarities.
Edit: The catch tiles are just too small to read now. I have no idea what is caught beyond the first letter.
I've played to the safari zone so far. The following are the issues I've run into so far:
The team page really needs to be revamped. Even at full screen I can't see a whole pokemon. Makes it difficult to discard low quality legendaries.
It would also be nice if you could have an option for the auto team to choose the highest quality with the best evs rather than caring about the level.
The auto battle should continue when looking at other screens.
The rocket game corner is completely worthless. You earn far more from battling, and the prizes are something you can easily get with pokeballs. If you do happen to want a prize it is far better just to buy enough coins than to play the slots.
There are some spots where tooltips are not on the front layer, which kind of makes them useless.
I also can not figure out how to use evolution stones... Though I now capture enough pokemon that I can just catch the higher evolutions now.
The shop keeper text says to click to continue, but you need to press space and the jumping moves the position of the upgrade grid. It would also be nice if it remembered the position and zoom settings.
The smelter needs more speed upgrades. There is too much waiting for hiher level upgrades. Also, activating the smelter should fill and empty in one click. You can't take gold out if you have any ore left and the smelter is not full.
When you click to look around, the cursor disappears. This makes it kind of hard to destroy the wall as you need to navigate to the wall without turning the view which can include some challenging movement.
The text of signs clips through things and is difficult to read.
The special items like the boots need tooltips. I figured out how to jump by guessing. Not sure what the other item does. Also not sure what capturing the frog did for me.
My play through was 35 minutes. 15 of that was trying to find out how to progress until I accidentally walked through the waterfall. I was about to give up. I didn't find the hidden hint until much later becaus I had not figured out how to look at the back of things at that point. A better tutorial is definitely needed.
I feel like you should be able to manually mine wood, but pressing e at the forest does nothing.
The day/night cycle is annoying. It gets too dark to see what you are doing, maybe add an option to control how dark night is.