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AssassinMonkey

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A member registered Oct 19, 2018 · View creator page →

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I enjoyed the story and I think the gameplay concepts are pretty cool. Unfortunately it just didnt engage me enough to finish the game.

I think the gameplay needs a lot more polish to make it enjoyable. Currently there are just a few issues that are making combat not as fun as it could be.

- Shooting in tight corridors or around corners is frustrating, since your bullet is so large and it despawns if it touches the wall.

- Controls for using abilities feels confusing. I dont think the problem isnt necessarily with which buttons you chose, but more with the fact that there are so many different ones for each ability that I just cant remember them quickly. I think just adding which key needs to be pressed for each ability in the UI would help a lot, just to have a quick reference while playing. I found myself scrolling down to read the controls quite a few times just to figure out how to use an ability.

- Movement feels a bit slidey, I think this could use some focus in the future. Some movement based abilities could also be fun, currently trying to dodge enemy bullets just feels futile in a lot of cases.

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Looks  better but I think the text on the cards still does not scale.


Thanks for playing, and glad to hear you enjoy the concept!

Moving soldiers is something I haven't added yet, but it is planned for the next update. It is a bit tricky to balance since it could be used to save a tower from getting attacked. I think to work around this I will allow towers to move only in the same area they are placed, and when moved they will move to the new position slowly. I think this will also add another layer of engagement and strategy. Perhaps moving them more freely could become some kind of upgrade in the future like a heli pickup as well.

I am also adding a difficulty indicator to each wave which should hopefully help with suggesting when to back out of a mission, but I will have to see if it actually helps.

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Makes sense, I think I will need to iterate on that part of the design a bit until I land on something I think is a good balance.

A danger indicator for the upcoming wave is already planned for the next update!

Thanks for the feedback!

I am working to avoid the typical loss scenario since I also noticed it kind of ruins the perma death. My plan is to only have a some of your soldiers randomly die at the end instead of all of them. I will also play with having all of the soldiers kept alive and look into some other consequences as you mentioned.

You're second point is something I didn't really consider, but it makes a lot of sense. My original plan is to continue ramping up the difficulty of missions so you never feel too over powered, but this will require a large amount of upgrades and levels, as well as a TON of work balancing. Your idea of temporary upgrades could definitely work, but my concern is that it would be difficult to explain to the player and may feel pretty unintuitive or it may defeat some of the spirit of upgrading your permanent towers.

I will definitely try exploring the idea though, as well as brainstorm some other possible solutions.

Also thank you for bringing up the font. I did feel it may have been hard to read in some places but it's good to hear from someone else.

I managed to power through the UI issues (if I looked really close to my screen I could almost read the cards 😅) and complete the game.

I think you have a good core concept, and I like some of the events you had outside of the card battles.

My biggest complaint would be with the strategy. It feels like there is never a reason to use anything but an attack card. For card games like this, I think it's super important to have a large variety of cards that perform unique abilities.

I think the enemies are also super basic, at no point did I feel like there was any threat of me losing.

While it's clear the UI and sound needs some attention, more importantly I think you should take a deeper look at your core gameplay, there just really isn't enough depth with the cards you have in the game right now.

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Thanks so much for the great feedback! I'm glad to hear you enjoyed the game.

I have gotten a taste of losing upgraded towers during play testing, and it really surprised me how much it stings even with 0 investment into playing! I look forward to adding more difficulty and a lot more content in the coming updates, and I have some ideas to make sure it doesn't feel unfair.

The UI is also something I want to rework a bit in the next update. I have been taking heavy inspiration from Bloons TD UI but if you have any ideas for making the placing of units more intuitive it is highly welcome. I do plan do add some hover effects to placed units to make it more obvious you can click on them

I have also added more in depth tower targeting already which fixes that issue and gives you more control, coming very soon!


PS: Id love to try out your game but currently the only computer I have access to is a Mac. If you are able to release a web or mac version I can give it a try!

I am on a macbook pro 14 so quite a large resolution to be fair (3024 x 1964)

The cards in particular are rendered very small on my display still, making it nearly impossible to read them

When I go into fullscreen they stay the exact same size.

Thank you for providing so much detailed feedback, it is highly appreciated!

The reception so far has been incredibly positive, and considering how little time I have spent developing so far, I hope with just a few updates the game will rival it's competition in terms of polish.

Indicating waves is something I have been thinking a lot about, and I have a few solutions in mind. Currently, I am leaning towards providing a form of difficulty indicator for the upcoming wave as well as a countdown timer during the pause period. This would also allow me to randomize the waves a bit to make replaying levels a bit less predictable.

Anyways, thanks again for the feedback, and let me know if you are able to fix the UI scaling issue in your game, I'd love to give it a fair review!

Since you are using Godot, I was able to add a time speed up to my game super easily with Engine.timescale

I have released a small update that makes the first level more possible to beat without ending the mission early to collect money. If you would like to give the game another try and let me know what you think it would be highly appreciated!

Wow, really well done! Super fun little game you have here.

Some things I would like to see:

- Way to speed up time, waiting for my units to reach the other side gets a bit boring since they are so slow.

- More interaction with your current units, like an ability that I can trigger on a cooldown.

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Really like the gameplay concept, feels fairly well polished overall as well.

I think the keyboard controls could do with some tweaking, M & N feel pretty awkward and unusual. It definitely feels more suited to controller.

I would also like to see some sort of sprint with a cooldown to make movement more interesting, as movement can be frustrating slow which makes you feel a little bored.

Feels like there isnt much of a game, you just watch the cards get played for you. Would be nice to have some form of interaction with the player.

Not sure what the wallet integration is supposed to be, but it gives me NFT vibes which is a huge turn off

I definitely like that idea. I plan to rework the money system next so that should help as well. Overall I like the idea of having to grind a few easier missions after losing to rebuild your army.

I will also play with giving a free marine/some money if you have run out and have no money

Thanks for playing!

I agree that the current art can feel a bit weird with the current theme since I got it from a modern military asset pack. I do plan to stick with the military theme, but it will be a more sci-fi style in the future. I am not the best artist myself lol.

Glad to hear you enjoyed the game though!

Thanks for the feedback! I still have lots of work to do when it comes to balancing.

I am also looking into some form of comeback mechanic to solve the problem of having to restart after losing, any ideas are highly appreciated!

Camera follows the player too slowly, when you move quickly you cant see where you are going.

UI scaling is messed up, the cards where so small I couldnt read them when using a high res

got stuck at the end of the tutorial

Tutorial would be nice as it can be a bit overwhelming to start

Love the concept of a more casual RTS, I think if you go super in depth with the units & upgrades it could be really  fun. I spent way more time playing this then I was expecting!

Didnt find the scout very helpful, would be nice to have a map like SC2 as I didnt find myself looking at the opponent and when I did there was fog of war.

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Would love to see some more work put into the movement as it feels a little stiff, as well as some movement based abilities like a sprint or dash.

Also some more difficult enemies would be good, game feels very easy atm