Love the singles update! Two feature reqs: Remember your search filters in the trunk, and or order the cards with the rarest first
Ben
Creator of
Recent community posts
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.
Haha nice! Love me a good bit of game dev lore. I'll remember this when Scrong The Spire blows up
It's a similar mechanic to a game called "Blood Card" where your deck is your hp. Underrated game. But yeah, I could imagine plenty of ways indicating the danger and increased stakes of getting low on "health" Just show red vignette at the border and heart beat like cod lol
Can't wait to see more!
Okay, super charming art - some feedback about the game's balance
Game is wayyy too hard starting out. The tutorial shouldn't auto disappear in 2 seconds. There's just too many enemy types, pick ups, and interaction events, too soon. I died about 6 times before reaching the first tower, and I don't feel like I have adequate time to take in all the new concepts. On the bright side, you have a lot of content to stretch out, it just really needs to be introduced one at a time rather than all at once.
I feel like it might be a bug- but every one of the controls feel like there's a layer of molasses between my keypress and the game response. I'm constantly fighting with the character controller, over-shooting or under shooting where I want to be. Even opening the menus, viewing the build options etc. I'm on Windows with keyboard btw.
It's such a cool concept but it's just such a chore to play in it's current state
this is incredible! had no idea what I was in for when I clicked on it
done quite a few runs now, very satisfying trying out the different builds.
Hit a crash after finishing the beach boss seagull
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object oDeck:
local variable l_rewardlist(100001, -2147483648) not set before reading it.
at gml_Script_scrGetBossRewardList
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scrGetBossRewardList (line -1)
gml_Script_scrLevelWonLogic
gml_Object_oDeck_Step_0
more notes 4 u
clover says it has a 75% drop rate for rainbows and I dont believe it, rainbow doesnt say the rate- it also doesn't mention it has to be in the "chain" with the rainbow in tooltip
the max spawn count makes sense! I think it could be a cool gameplay consideration to show the percentage of spawn count usage, or just when you get near it? Kind of a fun ego thing to pass it up with your build too
In my experience the bouncers tend to ricochet off the post and bounce out more often than not, maybe the collider could shrink a tiny bit or get phasing for a moment to make it slightly more effective
obv still loving this game a lot keep it up :D
bonus note: i wish pig stopped eating coins or gave a bonus after 30. its still a good piece but feels bad.
super bonus: the term "in the chain" is confusing due to the top feed showing a single line of events all pointing to each other like a chain. Maybe a system for explaining keywords or just a sheet of definitions could be an easy stop gap for this confusion.
SO GOOD- way too fun. Learning process was fun, I enjoyed figuring out how to avoid certain pitfalls. After 5 runs or so I'm getting like 10x currency i need for tax regularly so looking forward to ascensions and stuff.
My current strategies rely mostly on triggering spawn chains with brooms -> chickens -> obregenes, and then trigger whatever high value stuff I can find. I don't think I understand how the whale works but it's been giving me like a hundred thousand coins in the end game
Really coool gameI should go to bed lol