So crafting circuit boards upgrades the research production thing automatically? That was not clear to me.
Doom Ninja
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Some buttons behave oddly. The crafting x1 x5 x10 buttons flicker on mouseover and will usually fail to respond to my click. The intercept button also rarely works. Everything else seems to work fine.
The sound for raising the tech tier is horrible.
I am playing in Chrome on PC.
I cannot find the action "Insert Circuit Board" leaving me with very little to do but wait for science on that tech level and the next.
Cute.
Too much clicking early game for my tastes, but pretty quickly you can stop doing it. Though that will block some late game unlocks.
Way too much explanation for my tastes as well.
The second additional spell is basically a worse version of the first. Maybe swap it with bomb and/or make it more interesting.
Kind of peters out in the late game and I lost interest before finishing everything.
I probably would find it cooler if it weren't based on these sort of sessions you finish, and instead you could travel between zones by clicking the roads and ladders and such, and you could look at the orders and such any time. Maybe the zones could be unlocked by potions that are unlocked by prestige levels, rather than the prestige levels themselves, with some implied story that you need that potion to overcome some obstacle to travelling there.
Also, I couldn't help but notice each character has a little blurb but it has nothing to do whatsoever with what potions they ask for, even though it sounds like it should.
Playing in Chrome, at dinner time, and maybe already a bit at second snack time, the physics just seem to break down. The game slows to a crawl, but it seems like different components of the game don't slow down in sync. Things that shouldn't really be possible start happening, like projectiles bouncing off nothing while chunks hang still in the air.
Cute take on the genre.
Here are some things I noticed:
It became very unclear over time what the best picture would be. There are so many factors I can't all keep track of, and so many things I don't know the interaction of. This isn't necessarily a problem, but I think a little score breakdown of why a particular picture, or just the best picture, got the score it did, would go a long way.
Dandelion field and fall area both say "Your photos get x1.5 currency" so it is unclear what the point of dandelion field is.
I don't know what "x10 900 per photo" means.
After dandelion field, follower gain becomes a bottleneck, with several runs required with no upgrades to reach the next goal. After that next goal I could buy out almost every upgrade unlocked past it with other currencies, only to have to grind for followers again.
I feel like I was vaguely punished for buying loot boxes before maxing the slots in them, since the cost goes up exponentially and I can't go back and get the extra items from the old boxes.
Opening many loot boxes was tedious and meant I ended up never reading any of the actual outcomes.
There doesn't seem to be anywhere to read what you have in terms of cats or items. You also can only read what they do when you get one.
The 3D environment is unnecessary but very cool and that's a big thing that I like in video games. I only wish that it were larger somehow, with more to discover over time. And maybe the "prestige" concept can be dressed up as taking the ship to different places.
As for the core gameplay, the upgrades felt a bit linear. There isn't that much choice at any given point and often some of the options available are clearly much worse than others. Also, I really don't like when a game makes me mash a mouse button. I would much prefer some minigame for energy recharging, or even just turning a wheel (hold click and move mouse in small circles) or something.
I beat the game only ever putting points into luck. It seemed much more relevant to progression than corral size. I finished with 7/10 luck because towards the end I stopped prestiging since it didn't seem like it would get me back where I was quickly enough to be worth anything. And I suppose I got moderately lucky to get all the colours in the last two corrals in one try.
You should not incentivise players to farm levels they have already beaten. In fact I wouldn't even allow it. Instead you should make sure the first part of the next level is doable and rewarding for players who did the entire previous level. Rewards don't seem to go up at all with missions, which is odd.
For me it doesn't really matter what the game has you build there, as long as it challenges you to acquire the space for it. But if you want brainstorming: a large crafting station. A large harpoon gun to catch some objects farther out. A fast travel station (human cannon?). A wind turbine energy source. A drill that mines the cliff. I do like the idea of some special plant requiring the space, too.
The idea being any of these would be required for progression. Except maybe the fast travel, which players would build regardless.
This is a very charming, fresh take on an existing concept.
Here are my criticisms:
The start seemed glitchy. I had one soul but had to go get another just to feed the tree its first one.
The pacing was awkward. Early game I had to do several runs without any upgrades that change how the run goes. Late game I could buy my way through several levels of a newly unlocked artifact.
The first round of artifacts only give you economy bonuses, which at that point don't let you buy anything except economy bonuses.
The Dark Cemetery, for me, performed just a little bit worse than the Enchanted Forest, all game long.
The plant growing aspect was unintuitive, with the plants fruiting then wilting, unharvested, while I wasn't even looking at them. And now that I did figure it out, it seems like it is not useful at all. Even if harvesting always worked, you have to waste valuable time in a run collecting plant seeds.
If holding E to deposit as many souls as possible was explained, I missed it. Holding E to gradually deposit many over time would be more intuitive anyway.
Maybe this is a nitpick but I think the tutorial signs damage the charming atmosphere.
Maybe I am easily entertained when it comes to sandbox building games, but I thought this twist was quite cool.
Here's where I would take it:
Have interesting features on the cliff, like little ledges, small hollows, interesting plants or abandoned structures. Some could be hidden from view at first by the geometry of the cliff.
Lean into a global grid, so pre-existing features can be placed grid-aligned where desired.
Play with the structural side of it, like including some rare, finite elements like beams (player-placed or pre-constructed) that allow an occasional larger area or longer reach away from the cliff. Come up with a way that that matters. If you really wanted to play with it, you could introduce support cables.
Remove repairing as a concept. Structures can be either invulnerable or just die if an enemy attacking it is ignored for too long. Or they could self-repair or something. Repairing is not fun.
Alternatively, maybe enemies could go for key infrastructural elements, which the player has some reason to protect. Repairing would be limited to those.