WOAH you actually used DOTS! I was wondering where the hell the performance came from all the sudden :D Infinitely better now!
Ben
Creator of
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Happy to help, it's off to such a great start. I'm sure it'd already kill in the masochist's dark souls' demograhpic. I'm starting to figure out linking and designing combos, and I'm verrry proud that I got to 300 meters, it was tough
Another feedback: Getting bumped back to zero after descending feels bad to me, especially when I had a monster combo in the prev level, I think you should have score carry over when you beat a level, or change the score requirement to "cumulative score" so you're rewarded for landing a massive combo.
Followed and looking forward to more updates :)
Awesome game! Crazy difficult starting out though, the time limit makes it pretty damn stressful. Personally I'd consider introducing a "number of blocks" mode or increasing the time limit to start with, then ramping back up in a hard mode, to give new players time to chew on the controls and strategies in relative peace
I've mostly gone for single color decks, so they've appealed to me more than the omni packs, since the rare cards are rare + they'll probably not be a relevant color. I think multiple decks having those cards that are like "+x if you have 2 of the same color in play" might reward single color decks too much, cause I like the concept of having two relevant colors but I been stuck in mono mindset
Damn that was fast!
If you want to screen share and talk over the before->after situation I bet we could figure something out if we allow some performance atrocities to be committed at a small scale. Like, just create a whole new temp weapon on hover with all the same attachments and the new letter then read stats from that or something.
Having letters on the upgrades is a big improvement. I got all the unlocks and got down a few depths.
Some more feedbacks / suggestions
+ I think the default weapon should be the pistol, the sub-machine gun sucks way too much early on, and it's just not fun hoping you get lucky with the spread.
+ Consider adding a "first one's free" upgrade at depth, or even just on the very first
+ It'd be very helpful / cool if you could see the weapons stats [before]->[after] when hovering with a letter upgrade.
+ When you hover over an item the available slots could light up, maybe depending on letter compatibility.
+ The notification telling you to buy unlocks is the most prominent thing on the screen, before you can even buy an upgrade
+ Gaining biomass is very subtle. Could use a sound effect / animation to indicate when it's happening.
+ Wish you could sell / delete weapon upgrades.
+ Wish you could freeze an upgrade or buy it but not equip until you unlock (or activate?) the slot. There's just so many reasons an upgrade is probably irrelevant or unusable, it could use a mitigation imo.
Game is super rad. Best of luck and congrats on the release :)
First off I want to say I love the level of polish on the ui, the clean graphics are satisfying and look great.
I'll keep playing this to figure it out. I imagine the upgrade tree is what is meant to make this game playable. It seems to take a lot of inspiration from brotato / survivorlikes, but it has some regressions in my opinion.
Paying money for heals? Hate it. I'd prefer to start with very little hp, and then have risk increase if I don't prioritize hp upgrades, rather than having to pay my upgrade money for bandaids every round.
No free upgrade choices starting out. You can spend multiple waves without making a single upgrade decision, which is really the core of survivor likes fun. In brotato and vampire survivors you get upgrades on level up, which happens quickly.
I don't understand the weapon letter system at all, why they must "contain a letter" and I find it annoying when half my options are for a letter I don't have. (even less choice)
The starter weapon is super annoying to use. The spread is so high, and it's unnecessarily underpowered.
Overall I think the game ramps up too quick, shows too much complexity all at once. It's okay for games to be easy, at least at first. it's fun to win. I'm gonna keep playing and figure out what this game is about, but the new player experience is pretty rough at the moment. I'd recommend giving the user upgrades from the end of wave one and generally make it easier starting out. The first couple waves can be pushovers, and in general the game could be way easier starting out, and ascensions for improvement.