Thank you for playing and pointing those out! You are the first person to report those.
And both needs to be fixed. Will do so after the game jam is over.
thank you for playing and the giving super thoughtful review!
About auto collect, I also thought about other mechanics of collecting the coins, like merging. And your hole idea is also good, I’ll think about it.
Ball damage has a lot of tiers but it’s not well balanced with bank level. I’m thinking of tuning the ball damage to be a more tiered progression (a big jump every 10 levels for example), so people can work on other things before getting the ball damage too high.
As you figured, the loan system really was initially just added to prevent soft lock when having no money. Then I threw a couple upgrades there but the system is not well thought about at all. I would like to make it into a better system, but haven’t found the best solution. Don’t really want to just make it a separate tab you have to click on constantly. I’ll need to figure that one out.
If you don’t mind, would you share what time mark you felt the balance is off (10min? 30min? 1hr? 2hr?). I’m hoping the game is fun within the first 15min or 30min. Then the balance might have started to derail. Also do you prefer more idle or active play style( I’m thinking this game is too active/clicker until you get auto build, but that’s pretty much end game). Let me know what you think! Your feedback is super valuable to me.
Great mini game collection. Your character design and animations are so good.
The mini games are very fun, a couple of them took me a few tries to understand (which I think is good, more challenging). The time limit is good, not too long or too quick.
Also SFX is like the highlight of this game, put together very well.
The mechanics is very fun and creative to play with!
This game needs practice and skill to become good at (sort of a typing game? But more than just typing because you also need to use mouse).
Some small suggestions from a personal pov:
I feel switching lanes with the arrow bar would be more intuitive, or w for up and s for down because arrow bar and mouse are not compatible. Then the color can be r for red, g for green, etc. Like in the typing game Cook Serve Delicious, foods are represented by their initial letter which make them really easy to remember and fun to type with.
Anyways, really fun game, I love how besides typing, you also have to do different shapes with mouse which adds a layer of chaos. I didn’t care too much about the select upgrade part though, maybe because I didn’t want to read, just wanted to get back into action.
(also posted on LD)
Here you go! I just came from LD to play this game too: https://ldjam.com/events/ludum-dare/59/criminal-does-not-dream-of-wizard-boy-pol...
Wow, thank you so much for the thoughtful suggestions! All your points are absolutely right. 2, 3, 5, 6 are quality of life improvements that are definitely needed and could be done. 1 and 4 (convenient way of switching reveal method and meaningful progression) have also been on my mind.
For 1, I've been thinking of using a Minecraft inventory like way of scrolling with middle mouse button. Right click also works, probably will implement both and let player decide. Or I might save right click to flag.
For 4, it needs a combination of adding new enemies and new item. I've also been thinking of removing the player level all together, and solely rely on items to progress.
Thanks again for the great feedback!