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BottledStorm

22
Posts
1
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A member registered 51 days ago

Recent community posts

good game, but far too easy, and putting healing on the wheel is just meaningless when you heal after every fight. (yes i know some builds can use healing... but again, the game is too easy for it too matter)
I did 2 runs and i dont think i lost even 10hp over the fights in a single run.

I have complaints about the game but that doesnt take away from the fact this game is an easy 9/10. as other comments have said, i love the almost tactile sensation of the dice rolls, the wheel spinning, and the credits getting spat out. this game has to be the personification of "simple is perfection".

great pacing for the game, all the upgrades feel meaningful.
the gem scaling for upgrades hits just right.
the mimic gamble is great, although i found there wasnt really a downside to it. the mimic still gave gold so you barely missed out
I got lucky with the final boss with 3 crits meaning i didnt even need to buy the last few HP upgrades.
I would love a longer sequel.

overall: 8/10 (would be 9 if it had some fitting music/sound effects)

crashed the first time i prestiged. 
looked good up to that.
The screen showed everything pre-prestige (miners gold pile goblins etc) and then crashed

had an issue on first load up of the game that had WASD and arrow keys not working, but a refresh fixed it

game is great. you have a great balance scaling income and upgrades as you progress further. look forward to seeing more when the game comes out!

minor spelling mistake on final conversation (affraid double f)

The Tech tree UI has a few issues with overlapping and scaling. 

with multiple (3+) lines overlapping the hub seems hit and miss, and a general explanation of the hub would be nice. 

maybe decrease the train cost so it can be achieved in a more reasonable timeframe.

overall an interesting demo.

after i did time contract it started giving me dozens of red $0's a second making any streak impossible. started a different contract hoping to break it and it didnt.

otherwise, interesting game

this is all style no substance. the top left and bottom left stuff... no explanation for what it does. apparently its a prestige.... but why?

and when you complete a few they have errors suddenly... but why?

this game is just fully "but why"

after buying 3 age upgrades and 3 stay spry upgrades, guy died 3 times in a row before i could even get to scouting. also massive wait to have an interactions. 
needs more time in the oven

ok new post after having finished the demo.

focusing on things I think could be improved
The fossil system needs an automatic or fast mode
when you have 3+ fossils and having to click for each of them gets tedious really fast, either let me hold to click like in-game or have an automatic function.
Baskets feel useless in the demo, almost immediately for me amber was the same price. then worth more, that might be different in the main game though but I thought I would mention it.
I cannot think of a single reason in the demo i would build any of the larger houses than the cabin. especially after the artifact that boosts them. space isnt an issue at all. maybe give boosts for being in a nicer house? or have the houses boost spawn rates.
a request more than a complaint. I would love it if every upgrade of the village/city center it expanded your vision by 1. a nice user friendly thing for later game play giving a wider vision radius before buying watchtowers.

even with those very very minor flaws I would still give this 9/10 and will wishlist the game.

game looks amazing, though I dont seem to see a way to remove buildings which can be frustrating when you place something wrong by mistake

i feel like the hint is that your timey whimey exploitation of the sun to escape the sun is what caused the sun to blow up. goddamn timeloops. other than my wrist now aching, good game :D

Good game with some weird design choices.
Prestige was basically not a requirement other than unlocking the next step. the rhythm element adds nothing to the game.
neither does clicking creating an object you then need to stop clicking to collect. why not just collect directly instead of adding that? the placement mechanism for cherubs is... hit and miss.

oh and collecting souls being utterly meaningless in this version feels bad.

it is, thank you!

couldnt switch it to english
guessing the "DE" button is meant to do that but it didnt for me

hard to recognise that you need the lumberjacks to get the range upgrade for defeating the dragon. also the game just stopped sending monsters at me a few minutes after the dragon.

Having to click 100 times for the first upgrade is a big no no.

hit a bug where the game loads up frozen. might have something to do with leaving the automation on searching for 100% luck while the game was in the background as I was on another tab.

If I had to make any suggestions so far it would be to remove the "unlucky" part. It is objectively useless. ive tried experimenting with it and the boosts from high luck are just as  fast but actually give you blue. I cant think of a single situation it would be more useful.

Terrible UX. for anyone trying, you need to fill one or both bars by collecting 50 fish/wheat to unlock collecting lumber and stone and other stuff in the game as far as i can tell. no explanation for that. also you need to pick up your guy at the middle bottom building and put him in the hotbar so you can put him into different jobs.

Accelerate world timer.... accelerates the speed of the world.
its not that complicated :D
basically when the game says a task takes 4 seconds, it speeds up time so it takes say 3.8 seconds. while the countdown till the army/hero arriving is sped up so 4 seconds happened for it while 3.8 seconds happened for you.

Great if you want to do runs faster.

This really scratches that logarithmic expansion itch without too much micromanagement. Firm thumbs up from me.

Serious lack of energy generation scaling (easily able to get 5x more data then energy when energy is more required)
prestige upgrades feel underwhelming/useless
upgrade prices increases per prestige makes it so not prestiging is the fastest way to win.
The upgrades that do nothing like "simulation" are a little confusing. although with flavour text added they would be better, so not really applicable for this game demo.
Love the idea though. i would be willing to try it again once its had more time in the oven.