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Conrado Saud

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A member registered Jul 27, 2021 · View creator page →

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It’s fun as an incremental game. I believe the NPC aspect could be developed further.

Speaking of NPCs, they aren’t very useful because they don’t scale. I had 1kk money, and the skeleton was offering 1 gold for 14k, while the goblin offered 9k per gold...? The value they offer should probably scale, maybe based on the number of dice on the table. It would also be interesting to give gold more utility in some way.

The scroll could also work with the mouse wheel instead of requiring the keyboard. Although I think the scroll shouldn’t even exist, it would be possible to display all the dice in a single view.

Suggestions for improvement:

  • Add a background indicator on the button to show the cooldown before it can be clicked again.
  • Add an upgrade to reduce the button’s cooldown XD
  • Add an option to automatically upgrade the dice | or an upgrade that enables this | or use gold to this
  • Add visual or sound feedback when buying items from NPCs.
  • The purchase sound is much louder than the rest of the game XD
  • The price of new dice scales in an absurd way. It’s impossible (and not viable) to upgrade the 8th die when it costs trillions…
  • Adding thousand separators (x,000,000) would help visually, or alternatively abbreviations like 1k, 1m, 1b

Simple game that fulfills its purpose.

Suggestions: scale enemy health as the match progresses to make it more challenging. After collecting a few damage upgrades, all enemies die in a single hit. The opposite also happens, at the beginning of the match, it’s not worth picking any upgrade other than damage. Ideally, the player shouldn’t be punished for not choosing damage early on, and other builds (like attack speed with low damage) should be viable.

The animation for when the player takes damage is the same as when they pick up XP (screen shake). Sometimes, when enemies are nearby, it gets confusing 'did I gain XP or did I get hit?'

Another suggestion is to add some incentive for the player to move around the map. It’s completely empty and, in practice, there’s no advantage to walking around. Adding a treasure or something similar that grants extra XP or a free power-up or health could encourage exploration. I also suggest slightly reducing enemy collision. In survivor-like games, the feeling of 'barely making it through' is very satisfying.

Overall, good game. I wish you success!

(1 edit)

Acabei de postar o meu, Mabnan!

Fiz ele no Construct 3 e infelizmente tive muitas limitações no game. A versão free do Construct 3 limita todo o projeto em até 40 eventos. Consegui desenvolver todo o jogo em 40 eventos cravados mais algumas funções javascript pra tudo "caber" dentro kkkk queria ter colocado mais coisas.


Creio que sim, meu game, Mabnan, utilizei essa lógica no contexto do jogo todo.