Cute game! Would love more depth and subtelty in how to adjust the radio, maybe a bigger grace period, or some other kind of way to make it feel more fair but also interesting.
Take a look at Uncle Chop's Rocket Shop, it may inspire :)
Often what you see is a guided experience where players are required to perform specific actions a number of times
Take for example assassins creed 2, where the player enters the ring with the PC's uncle and they have to perform a set of actions that guide the player through combat, effectively becoming a combat tutorial.
Something like that borders on stereotypical nowadays, but maybe other fighting games like tekken have better ways?
Fun game!
Would love to get some quality of life improvements to for example buy 9 of a seed at once
Right now there's not much depth to the game, I've played till I harvested some tomatoes and then it really just felt like every vegetable was purely stats, nothing more than that. Would love a bit more depth to the choices, maybe higher mutation chance, or a different pattern of harvesting, maybe boosting growth if certain vegetables are planted in certain patterns? Sacrificing pure direct profit for healthier soil quality so future crops are worth more, maybe a quality level per crop so if you harvest it in a certain way the quality goes up, sacrificing speed for higher efficiency. etc.
Very fun little game to waste some time with.
Lacking depth, and soon become bored with it as the only really good way to make money was clicking, the passive incomes didn't feel that useful, and the gambling seldom had high wins, mostly high losses and small wins.
Great idea though! And looking forward to future versions
This has the potential to become something really engaging and great.
It reminds me a lot of tron and some of those old space sim arcade games.
I tried playing without having right mouse button clicked and whilst disorienting, shooting and having myself get recoiled back that way was interesting, maybe its something that can become part of gameplay?
Turning this into some kind of wave defense game where you get waves of enemies appearing and attacking targets that you need to defend could be great fun! Then have those targets empower certain aspects of the player like fire rate, laser range, laser damage, flying speed, etc. On the next wave if the targets survive might be a cool balance of opportunity and risk?
Thanks for making it!
So I'm just gonna type out some things that I noticed and give my final remarks at the end
- The black screens in between each "view" are really really really long, which detracts from the overal enjoyment of the game
- What is customary in games with scrolling text is that you allow the first click to finish the scrolling so all text is visible at once, and then allow the next click to skip, in this game a single click is skip which makes it so I can't read the text
- The tutorial mentions not letting customers in whilst still hungy, I believe that should mean don't let them out?
- The "A new type of restaurant to choose from" text fell behind the rating window when going from day 1 to day 2.
I really like the aesthetic of having food be the towers you place. I'd love it if you can work in some kind of dynamic play where food runs out after a while and you have to actively place new food items to keep shooting food at customers.
Maybe also work in a visual where their tummies get fuller and fuller as their health bar drains.
Maybe work with a filling up healthbar instead of a draining healthbar? to indicate people getting full.
Pretty fun game! Though not challenging at all. Some kind of way to add a more dynamics so tower placement becomes a more conscious choice, or some other kind of extra layer of interaction to improve player agency would be great.
Thank you so much for giving it a play
Your concerns are in depth, thank you, and they ring true as well.
This was the first release I did of the game and it is very much still in pre-alpha
I am trying to get a new version up and ready sometime this week, early next week, so look forward to that
There won't be a whole lot more explanation on if circle routes or straight routes are best, but there will be more limitations and play progression which means you won't get the full 20 boats at the start
The game as it is now is a proof of concept, with a sandbox like playmode :)
Thank you so much for giving it a play
Your concerns are in depth, thank you, and they ring true as well.
This was the first release I did of the game and it is very much still in pre-alpha
I am trying to get a new version up and ready sometime this week, early next week, so look forward to that
There won't be a whole lot more explanation on if circle routes or straight routes are best, but there will be more limitations and play progression which means you won't get the full 20 boats at the start
The game as it is now is a proof of concept, with a sandbox like playmode :)