The link doesn't work. I was really hoping to give this a try.
Graysongdl
Recent community posts
I'm glad you appreciated my feedback! :D
I feel like, if you're going to have a dedicated flag button, right click should be reserved for that, as changing it to some other button would mess with muscle memory too much. Alternatively, if you wanted to change how flags work (for example, the "tiered" flags concept), you could try using the scroll wheel for the flag mechanic? Right click a space to select it for flagging, scroll up or down to increment/decrement the number?
Then maybe left clicking a tiered flag auto-uses the lowest tier of regular ammo required, which could be disabled with a checkbox if you want the normal behavior of it using your selected ammo? Or maybe the ammo selection menu simply has a "smart select" option, and using that "ammo" automatically picks the correct ammo based on what number is on the flag? In that case, it would be worth deciding whether to have it use better or worse ammo if you don't have that exact tier, or if it should just pop up a message saying "no ammo" to tell the player they have to choose their desired ammo manually?
Could give the feeling that you right click and scroll to "aim" your weapon, and left click to "fire". For anyone without scroll wheels, they could just type the number with the keyboard. Number keys could also be used for the "Minecraft hotbar" idea, and a good way to prevent overlap would be to have the numbers enter numbers onto the selected flag tile, and you can hit enter to "confirm" the number, returning the number keys to their hotbar functionality while no "text field" is selected? Same for scroll wheel potentially being used for hotbar. Of course, you could add an option that disables the number typing entirely, for those who don't want to bother hitting enter before selecting their ammo, especially in cases where they actually have a scroll wheel. And a reverse option that enables number typing, but dedicates the scroll wheel to hotbar selection.
Or maybe you could also make it so right clicking to flag a tile, and then clicking one of the enemy "profiles" on the right, uses the selected enemy to determine the flag used? So if there's a 1 on a corner, you can right click the tile, click the level 1 enemy, and then a "1" flag appears? Would be slower than the other ideas, but very convenient for touchscreens, or people who prefer "intuitive" over "quick".
There's lots of ways you could go about making a new control scheme, but I'm a game design nerd, so I figured I'd give you some of my ideas. :P
Oh wow, I wasn't expecting such a fast turnaround! It works great, now! Only small issue I found is that closing the settings menu gets the board stuck to the cursor, forcing you to click whatever random tile is underneath it in order to get it unstuck. A remaining mine count would also help, especially in situations where you have to guess.
First impressions for this game are honestly pretty bad. The game looks nothing like the screenshot, and when I tried to go to the settings, video options were grayed out with a note telling me they're only available in the full version?? I'm sorry, you're telling me VIDEO OPTIONS are PAYWALLED?! That's not a good look when the game is fixed at a resolution that's way too high to see everything.
Also, whoever does the voice for the narrator doesn't fit the role at all. The game description mentions a "darkly sarcastic" narrator, yet instead we get... sweet, kindly cowboy? Why is the VA doing a cowboy voice anyway when this is supposed to be a sci-fi setting? Not to mention, their delivery is awful. You really should have gotten multiple takes, or at least explained what the intended tone for some of these lines was supposed to be. I feel like I could do better, which isn't great.
This is a fun and promising game! I think it could be really great with some updates and tweaks! If you do plan on updating this game further, I have some feedback:
1. Switching between ammo types is a liiitle bit annoying to have to do between every shot. Could be nice if there was a way to auto-attack all flagged spaces. How would it know which tier of ammo to use? Maybe right clicking multiple times could cycle the tile through different "tiers" of flag, based on the floor and what types of enemies are on it.
2. The lack of a way to reveal tiles in bulk slows down the game considerably. In minesweeper, you're usually supposed to be able to click the numbers to reveal all adjacent tiles IF the number of adjacent flags is equal to the number on the tile. I can see how that would be a bit complicated here, but maybe my earlier tiered flags suggestion could help with that. Maybe even make it so clicking the numbers auto-attacks the enemies if you have the right tiered ammo? Could be an optional toggle, at least.
3. It would be nice if the number of enemies on the right decreased with each one defeated, so I wouldn't need to count all the v1.0s just to make sure they all add up to 10.
4. Level ups don't really feel impactful. More health is nice, but I tried my best to conserve level ammo because of how it scales with your level, making it by far the most valuable ammo type. I never even used any before reaching the ending, which makes me feel like I hoarded it for no reason. Maybe you could gain new abilities with level-ups, making it easier to clear boards quickly. Then, you could make the game harder by either ramping up the number of enemies, or reducing the amount of ammo, making said abilities feel more necessary, and make it so skillful usage of them is critical to success.
5. The fact that you can misclick on an already-revealed tile, and yet it still wastes ammo, feels bad. Ammo should only be used when revealing new tiles, because there's no situation where shooting a revealed tile is useful or desired. ...I mean, it could be if you got really creative with new, special types of ammo, but all of the ammo in the game is pretty basic, so...
6. I'm not sure why the scroll wheel spams the shoot sound effect, especially because it doesn't actually use ammo or reveal tiles.
All in all, this game has some great potential, and I'd love to see it develop further! I also just wanna say I love the "old Windows" aesthetic, and the midi music adds to it so perfectly!
Really fun and interesting game, although there are a few things I'd like to provide feedback on:
1. The game is sadly very short. I know it's an early version or demo, but even this version could have replayability extended greatly with an endless mode, where enemies could get harder over time.
2. The UI is very unresponsive. The lack of moving elements outside of the battle scene gives the vibe that the game is frozen or lagging, making it unclear whether your clicks actually did anything, especially when many actions freeze the game for a second. Having more things change when you hover over them (such as gaining an outline) would help this issue greatly.
3. A lot of people got the impression there's no way to view info for runes being crafted, but that's because the tooltip only shows up when you take your hand off of the mouse. Having it always be present when your cursor is over the item would help greatly.
4. There's no way to view info for runes that you already have unless you view them in-battle.
5. A lot of mechanics go unexplained. When a rune says it adds whetstones, or blood, or coal... I have no way of knowing what any of those mean or do. Additional info boxes describing the relevant keyword (similar to how Risk of Rain 2 does it), or any other way to know what various resources or statuses do, would help greatly.
6. Also, never underestimate the power of hover tooltips, which I found to be missing for status effects.
All in all, despite its faults and rough spots, this is an extremely promising start for what could be an amazing game! I don't expect you'll continue developing it given the note in the description, but I would be overjoyed to be proven wrong.
Tried to send feeback using the ingame menu, but it said "ConnectionError", so I'll put it here instead.
Having to switch between active skills using hotkeys is really annoying, and makes the game feel like a juggling act that gets in the way of the main gameplay of aiming, timing, and enemy prioritization. So I usually forego alternate skills entirely. Also, when the cooldown gets too fast, you're incentivized to spam click in order to activate it as soon as possible. Honestly, that can even happen at longer cooldowns, because every second you don't use your ability is wasted damage potential.
I feel like both of these issues could be solved by having an autofire toggle of some sort, where you check a box next to the skill icon at the bottom, and it automatically activates at the cursor's position every time it's ready. Maybe even make it so that holding down the mouse button activates the skill as SOON as it's ready.
An alternate way to solve the issue of the player being incentivized to spam click in order to not waste cooldown time would be to allow the player to hold multiple "charges" of skills. That could be a fun thing to make upgradeable as well. If that feels like it would be overkill to have available from the start, maybe the player could still build up to slightly above 100% charge to begin with. 110%? 150%? Something like that. Just to prevent carpal tunnel.
Besides that, it feels disingenuous to not label this as a demo ANYWHERE on the game's page. The entire "features" section is a lie, because none of the stuff listed is actually available in this version. It's a bait and switch, and I feel less inclined to wishlist the full version thanks to that deception.
What's all this I keep getting about essays? I just tend to ramble a little. Is that really so alien to everyone else on the internet?? Well sorry I couldn't be more "concise" for you. You know what they say, "if I had more time I would've written a shorter letter." I'm not gonna sit here and go through multiple drafts of something that I don't wanna spend more than maybe 15 minutes writing.
Also it's not marketing techniques, and I didn't say you're not allowed to like it. I'm just saying that there are many things about it that have been ruined by EA, the company PopCap is currently a subsidiary to, and the company that replaced the producer for PvZ 2 because it wasn't "enough like current free-to-play games".
Besides, I was never talking about whether the game was fun or not. I've played a couple mods that fix EA's mistakes (like re-tooling or otherwise removing the leveling system, removing microtransactions, removing many of the more detestable updates, etc), and there is a game that WAS at one point GOING to be good. It's just that it didn't turn out that way. And what do I think after playing these mods? Eh, it's okay. Could never beat the original in a million years, but if a diehard PvZ fan just wants "more PvZ", then (modded) PvZ 2 can certainly be described as "more PvZ".
No, I just find it pretty ridiculous that you attacked someone just for not liking a fairly mediocre game. You made an account JUST to attack them. That's, uh... pretty extreme. I'm just trying to get you to see why people have that opinion. Opinions aren't universal, and you can't expect people to share yours, especially when there are MANY good reasons to dislike the game.
Well good to know it's not for mac or anything weird like that, but my issue still stands. I haven't published a game on Itch before so correct me if I'm wrong, but I believe you're able to specify platforms on a per-download basis. Just mark "PvZ in GML Release v0.1.0 - Download.zip" as being for Windows and people will be able to install it via the Itch app just fine. For some reason, if the creator does NOT specify the platform for the download, even if it's the only download option available, the Itch app literally won't let you even select it. It's a pain sometimes.
Alright, jokes aside, don't think I don't know what's going on here. You're a big fan of PvZ 2 because you're at the age where you don't really mind if a game is an obvious cash grab, and don't get turned away by the typical awful design that mobile games usually have. And when people attack a game you like so much, you feel offended because you feel as though people are attacking you personally for liking it. Trust me, I understand, I was like that too.
But someday, you'll start to understand these situations for what they are. You'll start to learn the many tricks that mobile game developers put in their games to try to force people to spend money. Even if you feel accomplished for playing through the game without getting frustrated enough to give EA money, the game wasn't designed for you. It's designed for the kind of people who WOULD give into that frustration. They're like gambling addicts, except their dopamine hit doesn't even come from earning part of their money back, it comes from succeeding in something that was designed to have them fail.
Microtransactions in games literally wouldn't exist if there was no point in using them, so developers come up with ways to make people want to use them. And of all the companies that do, Electronic Arts, the publisher of PvZ 2, is by far the most infamous of all of them. They were literally voted the most hated company in America at one point, and have made it to the top 10 in plenty of other similar votes. There's literally an entire Wikipedia article dedicated to criticism of EA, and given Wikipedia's strict rules on notability, that's fucking saying something.
So in short, Plants vs. Zombies 2 is:
- Published by EA
- A game that locks plants, including plants that were literally available for free in the first game, behind paywalls
- Mobile exclusive
Even the original producer of the game talked about how bad PvZ 2 turned out.
So when people say a game is bad, don't just automatically assume they mean that it's IMPOSSIBLE to have fun with, or that the people who do like it are wrong for doing so. I have plenty of games that I despise, that I still have fun with. Clearly there was a game here that the developers cared about making. But then they got acquired by EA mid-development, and it all went down the drain. Developers try to make good games, and executives like these try to get them to make bad games (that make more money) instead. Naturally, since the executives have complete control over the developers, this goes about as well as you'd expect.
Best time: 37:30
Pretty interesting game, but I do have a few issues with it.
1. The shielded enemies are overpowered. I don't know the exact mechanics of the game well enough to explain why, as this issue only really becomes apparent due to the issue I'm about to name.
2. The enemy spawning is REALLY weird. For the entire time I was playing endless mode, the bottom two rows would ONLY spawn the shield enemies. I had to focus ALL of my firepower on said bottom two rows, because replacing even one of the lasers with a gatling gun or lab would've ruined everything. This is even with the upper 4 rows containing gatling guns almost exclusively, upgraded with scattershot to be able to help with the bottom two rows. I pretty much never saw any enemies come from any row besides the bottom two, which is what leads me to feel they're overpowered. Although this might not even be noticeable if enemy spawns were even instead of weirdly focused.
3. Feels too reliant on RNG. I had several games at the start where I had twice as many labs as I did actual weapons. It doesn't help that the shock weapon seems totally useless, meaning it's a coin flip whether a tower you get is actually useful. And in some games, I only got one column on a given row, and literally had no way to defend it, as there was no room to place a second gun.
4. Upgrading via the labs is VERY tedious. Just nonstop clicking. And you get to a point where each individual damage upgrade matters so little you don't even know why you continue to bother clicking on them. The only reason I even lost when I did was because I got bored and decided to just sit and watch the outcome. Surprise surprise, it was the shield enemies that did me in.
Potential fix for #4: Make it possible to buy lab upgrades in bulk. Maybe if multiple labs are ready to provide an upgrade, choosing an infinitely-stackable upgrade causes ALL labs to provide that upgrade, and go on cooldown. I feel this would make it a lot less tedious, but this is just one idea for how it might be fixed.
All in all, interesting concept and I'm glad I checked it out, but I probably won't be trying to get a better time.
Isn't it just supposed to pass on effects? The weapon doesn't give anything else an effect, it just can't be next to a weapon, which it's not. If I had to guess what was causing this bug, they probably use an invisible effect to track weapons being adjacent to others, and this invisible "technical" effect is being treated like a regular effect, despite not being listed in the stats at all.
I miss when you could skip the tutorial and start with a rare item. It made it a whole lot easier to get invested in a run from the start, since instead of just going through the motions and waiting for something to replace your boring wooden sword and shield, you're already visualizing what kinds of builds you could do with your starting item.
Best run so far! Died to that enemy that adds spikes every attack and hard-counters my build with nothing I can really do about it.
I really hope the Kickstarter does well, all the stretch goals sound so nice that it'd be really upsetting to have to know "what could have been" while playing the full game. :(
On that note, are there any plans to add stuff that didn't make it in via stretch goals through other means, like followup kickstarters or DLC?
Just experienced a weird visual glitch: I paid for a max health upgrade from the healer, and I had EXACTLY enough gold to get it. The gold disappeared from my inventory, and so did the slot it was occupying! This seems to be a visual effect thankfully, as I got the slot back when I tried to move another item to where I remembered it being, but it was still concerning. I thought a MUCH worse glitch had happened.


