Wow thanks for the review! Botshop was one of the first games I'd really attempted to complete, and was learning a lot while I made it, which led to the jankiness you mentioned.
At some point I'll probably touch it up (or redo it), but I've got another project in the works atm. I'll add those recommendations to my notes in the meantime. Thank you again! I'm very glad you enjoyed it.
crayoncat
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Ah yeah I've been receiving that feedback a lot. If I had more time, I definitely would've included some additional UI/visuals for the player to rely on.
I also regret not including a leaderboard lol, I assumed the 'high-score' mechanic was I all I needed but after playing everyone else's games I realized I'd messed up a tad.
Thanks for the feedback!
Thank you for the feedback!
Yeah in hindsight I would've done a lot differently -
- Made the slowdown more pronounced the closer the ball is to you (and much less pronounced when it was further away).
- Add a dash ability,that way you can reach where you think it's gonna land faster.
- Add more indicators as to how close the ball is to the player (this would include moving height indicator near the player character, as it's where the player is going to be looking).
Thanks again! Glad you enjoyed it.
Interesting game! Two things I'd recommend, IMO -
- A cash counter - I was unaware of how much cash I had. Since it's whats required for me to make choices in the game, I felt like I was sort-of haphazardly guessing and letting the game play itself.
- A requirement that I at least one player costs less than 200 during the first instance of the first phase. I wasn't able to purchase any players and instantly lost lol (on my first go-around).
Fun little shooter bullet-hell soccer-shooter!
One recommendation I have is that, especially for fast-paced games like this, you pause time when the upgrades pop up (and present them a bit larger). I felt I wasn't able to make effective choices because of it. Could just be a skill-issue on my part tho lol.
Addictive fun little idler. Great visual feedback + choice for upgrades!
My one recommendation (and what's typical of some idlers) is to add an interactive component. For most idlers, that's clicking on something. IMO these games work best when the player has just enough agency to make them feel like they're getting ahead by doing something manually (and missing out on progress when they're not).
That's just my 2 cents though. Great work!
Thanks!
Yeah I got that feedback from my coworkers as well - there's a few visual indicators I included to help with that (but didn't explain in the tutorial).
- The shadow from the ball gets larger/less transparent the closer it gets.
- The laser upgrade has a visual transparent indicator for when you should be releasing your kick.
- By looking at the height, 9/10 times you'll be able to kick it at the right time - if it's around 1000/2000 and it's coming down quite fast.
Something I'm still learning is when to, and when not to explain certain mechanics to the player (and making sure subtle mechanics aren't too subtle lol). Thanks for the feedback!
Ah yeah, sorry about the difficulty curve, there was a lot of back-and-forth in that regard. Once you get the hang of it, it's not too bad, but it's tricky to get over the initial hump. It's one of those things I'm still learning - it's really easy to lose objectivity (especially when it comes to subjective elements like difficulty)!
Thank you so much! I'll give yours a try right now!
This game is incredibly well done. Beautiful visuals and very creative/intuitive gameplay loop. My personal favorite of all the games I've played thus far in this jam.
Having the environment collapse/die/decay then watching it build up and become your 'ship' is really smart (and satisfying). If you told me you did this in 3 days I wouldn't believe you. Again, really nicely done!


