I hate the time limits. I hardly notice them until I fall and they seem too short. Not sure why.
discopuff
Recent community posts
I hate that I have to use cursor keys AND click. Let me use just one or the other. This isn't an FPS and if it was, there'd be a necessity because the keys are being used for everything else and I need to aim. The mouse doesn't aim at all here. Also, I got stuck on plugging the steam and died. I plugged all the holes and nothing happened so I started unplugging them, wondering what I was supposed to do. The screen turned grey. It's pretty stupid if such a simple thing gets me killed. And it's not much fun using a mouse or finger to wiggle things out of gears. This is the game? It looks nice but the gameplay kind of sucks.
This is another game like Reacticore where the gameplay is actually pretty straightforward but it's so unoptimized that you can't even move around the cursor on low-end hardware without major slowdown, making it unplayable. I can play PolyTrack in the browser and a wide variety of Android games in a VM on this Chromebook but I can't seem to play a clicker game because I can't gather resources by swiping past them because you didn't make this very pixelated game efficient enough. Is it some sort of game engine? Was this written in a few days or weeks for a competition or dare?
Also, I don't know why anyone would call this an arcade game. Has the dev actually been to an arcade? You know, with coin-operated cabinets? Because those are meant to keep you playing, keep you losing, and keep you putting in more coins. The original Double Dragon game ran better in the 80s than this browser game runs on hardware 40 years newer and more powerful! And this game is nothing compared to the complexity and real-time ARCADE action of that beat 'em up!
I think "arcade-incremental" game is an oxymoron.
Which one? The experimental one or the one listed on itch.io? You're really suggesting complaints about the lack of music or settings are "genuine" but gameplay including targeting being skewed by upgrades isn't? You think settings and music are supposed to be in the demo but gameplay mechanics that allow an appropriate level of accuracy for upgrades aren't? I think you're the one who isn't "genuine" but I'm guessing you're just naive. The basics of the game are how it plays. It's been years since I first played this and it hasn't been corrected. Maybe the downloadable version would be better with more accuracy but I'm playing in the browser in a Chromebook, not Windows, Linux, or macOS.
My complaint about the game perpetually setting up the same kind of progressive but meaningless difficulty without anything new to add is quite valid.
Why would I like a game that doesn't work properly or lacks imagination or newness? I just removed many Android games from my Chromebook because I decided it wasn't even worth going through all of them for games that show poor judgement, which is pretty much all of them. I'd spend too much time looking through them just to find any game that isn't a rehash of many games that preceded it, and there's no guarantee I'd find that.
Even if this game worked perfectly, the targeting worked, it seems the dev saw fit to do the same thing that's been done before with little to any variation on the same theme. Any game that resembles this demo is basic at best, and the dev couldn't even get targeting right or offer anything challenging in a perpetual mode other than predictably more difficult enemies that negated any upgrades, which just enunciates the futility of a game that should offer a sense of accomplishment or connection between the effort of the player and the results of the game.
It seems like a good game, now that I've put in more effort, though I suppose the demo isn't a representation of the entire game. I'll have to spend a lot more time I think learning how to manipulate the line of travel and where to start. I have to say this is a little discouraging if there's hope I can find a walkthrough that will even begin to show me. There are YouTube videos, but I'm not sure how helpful they are.
I of course learned how the towers fit together and how to add another by clicking on the tower I want to connect to, and that they don't actually have to touch other than the corners, which is useful information.
It's only $1USD ($1.50CAD) on Steam and likely worth more than that, which is appealing.
I think by watching just a little of the video on the Steam page I learned the use of Void, its importance.
Thanks for a great game! It's worth the effort to spend some time with it, but it can seem a little unrewarding at first. At least failure is early and quick, allowing little commitment to mistakes.
I'm sorry but I find the menu difficult/impossible to navigate. I went into options, fiddled with the settings, but can't seem to get out, so I guess I'll reload the game and start again. Also, it wasn't clear when I tried actually playing how I could add a second tower. I love minimalism, but so far this is frustrating.
I hate visual novels. They shouldn't be allowed in the games category because they're not actually games. They're choose your own adventure stuff and should be in the fiction category. You don't "play" them because you're not "playing" them so much as reading them and barely interacting with them. Get this crap out of the games category. It's getting in the way of real games with more play than reading. This "game" is stupid and NOT very "visual" at all!
So, I've tried playing this game on MacBooks and Windows laptops at Best Buy and it's fine. I like the game... until I get home and try it again on one of my Chromebooks. For some reason, I can't collect the energy in the same way as I can on those other laptops, which prevents me from progressing in the game. Why did you make such a straightforward game unplayable on modest hardware? You're literally clicking and collecting energy, the latter of which seems like an extraneous step. I don't see how I can't collect energy, but perhaps you just hate Chromebooks or low-end hardware that can run far more sophisticated Android games like Horizon Chase flawlessly in a VM but for some reason can't control a circle mouse cursor in your browser game well enough to "collect" energy from cells. Go figure.
Also, if I can't control the mouse, I can't click on the energy, which frankly is a stupid mechanic. It might not be so stupid, though, if I could actually control the mouse or the circle in the first place and controls were responsive.
This is a good-looking game and I might enjoy it if the controls weren't crippled. As it stands, it's just proof that some browser games require computers with more processing power than a low-end Chromebook, even if they're literally clicking and upgrade games.
I'm guessing the five weeks it took to make this thing was primarily spent on making it look and sound good on hardware well beyond what might typically be required of a simple browser game.
It's just weird to me that I can play simplified first-person shooters on a Chromebook but a 2D clicking game runs like my mouse movement is maxing out the processor all the time.
I bought a new Chromebook last Wednesday with an octa-core Mediatek Kompanio 520 and 8GB of RAM but this game still plays very poorly. I had to look up how to collect energy, since triggering its release didn't seem to get me any, and Google overview told me I had to "sweep" the screen, which is nearly painful to do since it seems your game was not optimized to run well on hardware that runs Android apps in a VM perfectly.
This game seems unplayable, and there's no greater reason for it than you failed to optimize it the way a game like PolyTrack is optimized, and I suggest a low-poly racing game is far more complex and demanding than a 2D clicking game.
Did you really take 5 weeks to make such a simple-looking game and not ensure it ran well on modest hardware?
This just feels like a stupid game. Congratulations on frustrating the kind of "gamers" that might be interested. But perhaps the real deficiency is that I'm not running at least an i3 or Ryzen 3 processor to meet the demands of a game that has better music than visuals.
Odd that you'd say I'm doing something wrong in the same place you say this is a demo. If you can't understand something, perhaps you shouldn't make such definite statements, huh? I guess you're "normal" though, so the madness of Trump being POTUS isn't a major cause for concern. Or global warming. Or insisting on keeping murderers and other bad criminals alive with human rights when their victims get no rights. Are you okay bud?
It's as I said. After you've "finished" the game, after level 60 the tortoises gain more armour. It's like making a game steadily more difficult simply by giving enemies greater HP. Or the difficulty level in a game determining the same. It's too basic.
This by now is an old demo, too. Perhaps the dev is uninterested in working further on it. They shouldn't be surprised if they get comments that criticize it for pretending to be one thing but falling short of anything excusable by the word "demo".
I wish when I hovered over the upgrade buttons, it didn't just flash the numbers of what it would change. I wish when I continued to hover over each of those three buttons, the numbers would persist. It seems like a glitch or other mistake.
EDIT: Oh I see what's happening. When the game is in Auto or perhaps when the game is in movement with towers hitting enemies, the display of stat changes when I hover over the upgrade buttons is interrupted, but when it's not in Auto and it's between rounds, the stat changes persist when I hover, as they should.
I kind of like this game but I wish holding down fire didn't commit part of my arsenal to detaching or slow me down using laser fire. It's distracting that I can't just hold down fire or that I need to repeatedly press fire. I want to focus on dodging enemy fire and killing enemies, not thinking about how to use the part of me that detaches and stays in one place as I move around or switching to and from laser fire which doesn't seem so powerful that it's worth slowing down for.