This is a great, simple incremental, but the Ops Comms are absolutely standout and made me laugh out loud several times. My deepest condolences for the first-hand experience that I’m sure drove some of these!
cthonix
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Took me a bit to realize I could move the bumpers (maybe blocking another purchase until moved and adding an indicator to grab and drag?), but the glee at the sound of dozens of balls hitting dozens of bumpers simultaneously was surprisingly pleasant! The sound could use a little dampening at its peak, but it’s quite funny to achieve.
Not one bit of lag despite the number of balls and numbers at the end - very impressive. Or… what I assume is the end? All upgrades purchased doesn’t seem to trigger anything; an end state might be beneficial (ideal income threshhold or something). I did manage (somehow) to knock a few balls outside the bounds of the pinball arena, so collision might need some tweaks. Cute game, though!
A cute game! Some notes, in no particular order:
- The upgrades at the bottom of the screen completely block visual of the islands at their lowest point, as well as almost-entirely block the crabs. Moving that to the left or right of the screen and offsetting how far the screen scrolls at the relative extreme would help a lot.
- More visualization for data would go a long way. It’s currently very difficult to tell if you actually bought anything at the beginning, how close you are to maxing upgrades out, or island movement progress.
- The music is great! Huge props to Holizna.
- The story is hilarious. Really enjoyed the ending haha
- Changing the button to progress from story to gameplay (or end the game) from Skip to Continue or something similar would go a long way towards clarity.
- Not sure if the bottom of the screen is getting cut-off, but moving the last bit of the island took FAR longer than I expected, considering how many grains of sand I was moving per trip by then. I’m almost certain it took longer than the beginning.
Ultimately, I don’t know that this was meant to be a grand enough project to make too many changes, and it’s a very cute game regardless of what you do with it. The concept and OST in particular are standout.
The good: Wonderful art style, wonderful boss design, wonderful music. Very unique and stylish - even the main menu bleeds style.
The bad: the upgrades screen does not seem to open centered at first, and never opens zoomed-out enough to see anything but the center tile properly.
The ugly: I was really hoping for some upgrade that would modify my attack options - a double-jump, a dash, a dash-swipe, anything. Most of the upgrades at present just add coins for the sake of… adding more coins?
The potential: Insanely high, actually. With more content, this has HUGE cult classic potential.
Got to the Void today - really enjoying this one. Story feels robust, and the idle mechanic feels really inspired.
Only criticism is that getting the PIP AI to function properly was a bit of a struggle, and I never figured out how to get the manual percentages working, so I’m just running manual flat numbers right now. Would love a mode similar to High Yield: Light Essence, but that automatically cascades the points to Cyan/Magenta/Amber when White is full, then cascades the points to Orange/Purple/Green, etc
