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frostmaker

11
Posts
A member registered Mar 27, 2023 · View creator page →

Recent community posts

(2 edits)

Hi! I tried the latest version of the game and it genuinely feels better than ever. I can see the upgrade list and better reading on my current stats on the left screen. Also the fact that you added new shape variants for the enemy is also good! And also the boss as a pong although I do have some balancing issues on it. Lightning chain performance was definitely fixed although there's a slight lag which I think it's just the taking damage animation as the overall game performance didn't suffer any major frame drops anymore.

I feel like the boss pong moment is taking too much time to fight. It feels like an endless bouncing moment as the prediction from the AI is too easy. Maybe add some kind of hard limit for example survive until the time runs out. This was an issue when I don't have any speed upgrade on the ball. I mainly have the crit upgrade and lightning chain which proven to be useless against the boss especially the crit where it will spawn fragile balls. The fact that the boss can also trigger that is also strange and should not be necessary. It was just stalling and barely hit a score against it. Also, the boss can instantly teleport or snap to the nearest prediction area which is cheating :(

Overall, it is definitely going to a better direction. Just need some tuning and balancing on the boss side! :D

Ah I see about the bird sprite! It's not noticeable and thought it was a visual bug so maybe try increase the amount and size of the sprite plus the animations which will make it very noticeable! :D

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Tried the game for few minutes and noticed something in the UI. There's like a floating V shape Icon on top of the screen and it was continuously moving around which I don't know what was doing unless that's a visual bug. 

Shifting from the Lake to the Coast doesn't really feel impactful and the fact that the price for hiring the coast side is progressively getting even more expensive as the Lake upgrade goes up doesn't really make it worth it to spend on. It doesn't really give an exact proportional value for the price that I'm paying it for. The upgrades for the fisherman also lack level indicator and should be included in order to keep track of it

UI wise is just a matter of resolution scaling issue. Clicking to gain some coins also have some soft limitation and doesn't allow me to spam which contradicts typical idle clicker game. Animations certainly do lack and I wish that the fisherman do some basic loop animation not just a static image. Other than that, the game is fine, just need some further improvement

No problem on the feedbacks, glad to be able to help on improving your game. Can't wait for the next update! :D

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Played the game and noticed a major performance issue. When I unlocked the lightning chain upgrade, it severely lags the entire game causing frame rate drop. Sometimes it stutters. This does not happen however if I unlock it on early waves but becomes a problem on later waves when there are many enemies.

The gameplay loop is quite fun honestly although the purple orb projectile that was shot by the enemies felt confusing to me. Maybe set it to red color instead to match the color of the enemy. Another thing is the stats on the bottom of the screen. Honestly, I think it should relocate to the right side as right now is pretty much empty. With that, the text size also can be adjusted to further improve visibility of the stats. Also I do wish the game allows me to see the short description of the upgrades that I purchased during something like pause menu as I do want to keep track not just the list but also descriptions as well.

Overall, it's a simple but fun gameplay loop as this also brings back childhood memories with some roguelike upgrade twist. Looking forward to the future updates! :D

Hey! I did a quick play on your game and got some feedbacks on it. I think you should increase the font size for the levels for each production type or just move it to the left size of the upgrade cost. Another thing is the artifact slots that were locked. It didn't really tell me how to unlock so would be better to show it like the rest so that player can pre-plan or set a goal to unlock it since it is a pretty useful perk.

Visual wise is great. Although I suggest adding some kind of animation objects once you purchase the production upgrades. For example, once I unlock the stone golem, it should spawn a small golem that do looping animation on mining ores. Or tunnel rat where it will spawn a rat that occasionally digging. That way I can feel that I actually do put production upgrades that really do contribute to ore mining not just showing number of the ores that are mined automatically.

Think that's all from me. Looking forward to your future updates of the game! :D

That would be awesome. Tried the discord link in the website and it says expired so kindly update it so that I can join it!

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Tried the game for a bit and I completely agreed with other feedbacks about timing inputs. Felt too punishing for me especially on boss fights. Some of the attacks' timing always throws me off and requires insane input response. I personally don't have this issue in terms of hardware but we know that hardware input delay also contributes to this factor especially if people using something like wireless dongle or bluetooth keyboard/controller so would be glad to adjust the timings in the future.

Some minor issues are on the UI aspect such as Options button didn't do a color change when hovering through the mouse anymore after clicking it and go back to the menu. This is specifically on the browser based game not sure on the build. Then on the mastery tab, somehow it jumped straight into the second 10% attack unlock available (?) And the yellow bar from the mastery balance does not light up to the first Health upgrade. Another thing is the button indicator on the UI buttons. I would say make it adaptive to different types of input. Since the game supports controller and MnK, MnK should not have button indicator such as huge spacebar and escape icon. It should only show it to controller player and no need on MnK in my opinion except during the gameplay scene on parry and attack. Or just adjust the size of the icon button.

Another minor issue for me is that you should add a simple indicator tutorial for advancing the stages. For the first time, it felt confusing on which one to choose from. It would be better to show some kind of short description per each icon stages.

Overall, It's a great game to play with. I love the pixel art style of the game. Looking forward for future updates on it! :D

Hi! It should be in the rating of your game project here :D  Specifically Interact -> Ratings & Reviews tab in this game project. If you still can't find it then I can paste it in a reply here :D

Shared my short review on the ratings. Good luck on your game! :)

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Send some simple reviews inside the ratings :D but overall it's a great game