Thanks for playing!
I wasn't aware of that exploit, but it does make a lot of sense. I'm gonna be working on balancing some of this so the game feels more challenging and fair to the player!
Yeah, the balance isn't great. But you'll be happy to know that I plan on changing some of the basic attacks, adding more upgrades and rebalancing the whole thing so it continues being challenging for the whole playthrought! This kind of game needs to stay somewhat challenging, but also give rewarding feelings to the player if I want it to have any chance of success! Lot of work, but I'm excited :D
I agree the waiting in the beginning is a little painful. I do plan on changing the base attack a little, making the light point in the direction of the mous and attack at regular interval like in nodebuster. Then you can upgrade to attack more often and rotate faster toward the mouse. I think dividing everything to have more possibility for upgrades and a more compeling incrementality is the right choice here.
Thanks for playing and for the great feedback!
I'm planning on changing some of the attack, like having the light point in the direction of the mouse and attack at regular interval, closer to something like nodebuster. Upgrade would then allow the light to attck more often and rotate toward the mouse faster. I think this could help the gameplay feel better!
Thanks for playing the game!
I didn't consider the mousepad movement, it's true that it must be horrible. I have some ideas fo change the control and the basic attack, so we'll see how it integrates with the current controls.
Mobile I think works, the only thing is you wouldn't be able to see what you are buying before clicking on the upgrade, I'd need to change the behaviour of the skill tree a little to accomodate for that. But that's not necessarely a bad thing :)
Thank you for the feedback!
I do agree the game balance is completely wrong XD I do plan on revisiting it tho. The point you made about the balance between the clicking and the auto clicking definitely needs to be adressed, I would like the game to be challenging on every level of Exorcism, so I need to have a certain golden path for the upgrades and the currency that you get back. I put around half a day in the total 4 days I worked on it to balance the game, which is where the name scoopcreep came out of XD
Really appreciate the feedback, and I will definitely work on this one some more, it feels nice!
Thanks for that precious feedback! I spent a lot of time adding upgrades and I ran out of time to balance the whole thing, so I basically went like I could. I'm still having great reception from people, so I'm thinking of working on it some more, balancing everything, adding some more upgrades, adding some currency, and seeing if it can be a viable longer game. I would definitely appreciate your feedback when I have a new version out!
Hi like the Radial Menu presentation. It took me a little bit to understand what I needed to do, but once I got it, it was pretty obvious. One thing I would have liked would be to be able to see all my animals while I choose an artifact, it felt like I couldn't really decide cause I didn't remember what my different animals were. But that's it!
I feel like there is a lot of progress and a lot of resource possibility in the game, which is nice, but the transition between all the wheel menus kinda distract me and confuse me. I also feel like I can just upgrade everything really quickly when I finally get the wheels turning properly. HAving somewhat of a golden path with difficulty throughout would definitely benefit the game. Overall I really like the idea tho!