That was a lot of fun! There are some bugs with selecting upgrades, and having an upgrade get stuck, which almost made me ragequit, but then I kept playing and had a blast. I got to wave 25 before I decided by base was effectively unbeatable.
Morph
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This was pretty fun! And as someone who also programmed 2d waves, I appreciate the effort involved.
Three things to consider improving: (1) Jumping the boats is a lot of fun; probably the best part of the game. You should get bonus points or a speed-boost for doing it. (2) If the AI dies from a shark, they should respawn. Having the game end because the AI is dumb doesn't feel great. (3) It's possible to get stuck on the boats. Maybe the dolphin needs a way to flop/jump off.
I had a lot of fun with this game. I died the first time, but on my second run I made it all the way to Satan -- but died when he spawned into me. The random map is nice, and the upgrades feel good.
Three improvements I would recommend: (1) Full-screen please! (2) Give a warning where/when the enemies will spawn because it feels like a cheap loss when they spawn right into you. Maybe show some (non-harmful) fire or a pentagram for 1-2 seconds where they will spawn. (3) Give an indication when the character is hurt - like turn him red and/or knock him back a little bit.
For the repair: no need to mash, it can be held down like the other buttons. It does currently immobilize you and I thought the holding down would be a good system, but it probably should just be a toggle: flip the repair switch on when you feel safe; flip it off if a threat shows up.
I agree it needs more sounds! No idea how to make water splash sounds though.
Thanks for the great feedback.
Thanks! What's funny is the AI is incredibly dumb (it picks a foe, fires somewhat randomly, and tries to stay within a certain distance of its foe), but because of the interplay of all the NPC boats crowded together and the waves, they sometimes appear to be smart.
Re: sounds, I wasn't sure how to get nice wave/splashing sounds with my retro sound-generator (zzfx). What other sounds would you recommend?
The main thing holding this game back is its lack of an option to mute the music. The music isn't bad, but it's much too loud and unnecessary for a clicker game IMO. Some other improvements you could make: Revisit the math of the prices, and make it so subsequent items cost more the more you own. For example right now there's no point in even buying a mine, because farms are always a better deal. Also, make it so the main clicking area changes a little based on what you've bought. Lastly, make the clickable guy shrink a tiny bit when clicked, so it feels like he's been clicked.
I hope I wasn't meant to pay attention to the top half of the screen, because my eyes were glued to the bottom left. I think this game would work much better if it was slower, especially at the start. I struggled to keep up right away, and realized I didn't have a chance to figure out what was happening. FWIW, "Riff lord" is a better name than "Pocket Legion" in my opinion.
My favorite part of the game is actually the atmosphere: the looming structures of the city, the fog, the foreboding music. The waves and buoyancy were well done also (I know from my game that this is not exactly easy). I only wish there were more checkpoints, or the boat was more durable. I wanted to play more, but eventually got fed up at having to restart every time I tapped a wall.
You should try the post-7drl version of the game: https://deathray.itch.io/ruins-and-rangers-1 It has a lot of fixes, new items, and even some color.
I suspect this is a good example of what can be made in Scratch. I admire the original artwork and the effort the game must have taken. One tip: I assume the collision detection might be hard to improve, so you might want to stick with shapes that are big enough so the player can judge when a hit will happen. Good luck on your gamedev journey.

























