oh great feeeedb! you mean hint about hint teleport? or what exactly was not clear to make the gameplay meaningful or not confusing?
thank you.
existence_error
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it is cool, i love the cute graphics and icons. i was not sure why i cannot move some tiles, they will knocking each other. also the explanations could be more intuitive, visual, not with text because it isa casual game, right? not rpg. but i think it isa nice blend between retro rpg and casual tiles breaker. i give plenty of stars.
I love this feeling game creates like from CAT company - the shoes I used (offtopic haha). SOunds and graphics and hud, all cool. how did you manage to build it all in such a short timespan?! it was hard for me to continue because i didnt get what should i do...i also could not twist properly, so maybe it is my fault or not easy to pick up, but i know mastering it would be fun!
the game is very basic and feels stiff in control/movement...
but on the other hand it has the undergoing mood and feeling that emerges i dont know from where. it reminds me that retro era perfectly because of these flaws. it can be a hardcore game if polished or just you know like keep it basic in some aspects. today many games are just smoother, with advanced graphics in comparison to old retro games, but those old were the ones we continued playing. now players are changed, experienced advanced games. so i think balance of modern and retro in these aspects would help you. which aspects of retro games difficulty should it keep?!
I am not a fan of this type of games, because it strips action dynamic game to imagination, like tabletop rpgs were doing back in the days, which is good on the contrary, but i cannot play anymore haha. even saying this i know it is personal experience, and i enjoyed how tactile initial screen is on click, how game looks, gui and graphics. visually it goes somewhere, nice. tips instructions were hard to read. and hard to find what should i drag to to turn on bind button. i think it could be more intuitive by being dynamic, time based, reaction time to avoid danger... or like slow motion and time warp in Super Hot
The first feeling when i heard music: This war of mine! and it was a good feeling for me :) I keep digging...
i think main concern for me is to have more control on how fire can move, now it feels like after soem upgrades it does not matter much where you start it, right? or am i mistaken? and initial upgrades came too quickly when i figured where to throw it to burn everything and earn coins. so yea the goal is spot spot the place with most flammable materials and watch it burn while upgrading between. so it becames easy to oquickly, maybe more complex labyrinths of zones would help. at least for me. but it lands very nearly my own game, so we are aligned in approach to how things work. it is very enjoyable to play, and it is the game that kept me the longest so far. i played only 12.
Wow, it feels like the game landed for you well.
yes thsoe early levels need to be reworked for the purpose of replaying them when you die, that is when it gets boring, not on first run i guess.
there were so many versions of progression and finding where something isnt working because of growth speed and amount of those kilelrs and its placement, that i still have to find those moments where somethign just cannot be win. so thank you a lot for finding this. i fixed already, but of course cannot udpate the game loaded on jam, haha.
I didn't want to give too much early, i am sure you are an advanced player, so i want this game to be more enjoyable for beginners, just need to make it more interesting as experience, more visual enhancement i think or soft things that grab attention on those levels. So yes, the shield later was a design decision. but also implementing more objects at this stage of development would destroy balancing and progression, and would cost me more time in development... so i could not afford it atm.
i will make the teleport pulsing :D on your request!
probably you didnt get the colorful destruction node yet!
hey there. i could not understand the game without reading, and maybe it is only me, because i just rest my brain from reading now haha. But in general i ended up trying to choose the biggest numbers to multiply with. it is very tactile, I liek the sound and movement, feels like having the cards in digital hands.
hey quick feedback because it was slowing down and almsot unplayable on macbook air m4 when the bushes were on fire. it made me die. also i couldnt alwasy smoothly shoot. is ther esome delay/countdown or technique? so i couldnt go through things enough because of stutter. but actually i like the idea and main mechanic, jsut if it could be more optimized, the experience would be smoother to enjoy longer.
hello. It was very hard to understand how to connect attacks to understand hwo to attack and defend. still unsure what does what besides blade and shield. didn't know how to predict attacks and damage i can do or match the attack with protection... i it actually works like this! I won once and lost once. but if i would be able to pick it up faster, i would continue :)
ah thank you for the time to play and think about Bomba Shock! precious feedback.
Actually i never played Downwell, I should!
Chain reaction comes from detonating those little yellow bombs, they explode together. it happens from level 0.
yes game needs more time in development. About balance I wasn't sure actually, was it difficult or easy to pick up and understand? The real pressure begins on level 11th, so maybe I should rework this. work in progress for sure haha.
Which bonus upgrade made you stay longer?
yes if you stay too long in the level without going down, killers grow and there is no other way but kill yourself. ahh
