Thanks for the game. Your work was special. May you find happiness in your next adventure.
Hiroko7
Recent community posts
Upgrade merges 3 (or more) to raise the level of the highest (locationally, not lvl) hero in the list. It does not consider the lvl of any of the sacrificed heros, which means you can sacrifice a lvl 6 to make a lvl 2 for example. Upgrade didn't even appear for me until the 8th round (8 wins, 0 losses), when after having like 15 benched penguins, which all got sacrificed instead of just the minimum required 3.
Selling is 100% return value, but considers all heros to be lvl 1. (selling upgraded heros is a big loss)
The income text blocks usage of the Employees button.
Downstairs preview wont go back upstairs without exiting preview mode entirely.
The girl on the top right table is the Flexer, right? Where is the Choker? I didn't look for a while but worked out all the others to that point. I got up to secretary before I stopped.
The other commenter was spot on about save/art.
There is no way to go back to the title menu in-game outside of either dying or restarting the app. Once you click Play in the title menu, you are also unable to go back to title menu. I'd suggest adding "title menu" to the game menu and make Escape open that menu in most scenes.
The analytics agreement however, is shown every. single. time. Please save the selection.
It'd be cool to keep seeing default card types. For that matter, it'd be cool if the Shop rewards were weighted by respective deck percentages, or randomized, or based on current transformation, and for basic attack/shield to be obtainable (these have ? value). Also, normal cards are mostly weaker versions of other types, but there is no incentive to pick them. ie story, unlocks, achievements, special bonus? I mean, you don't even stay male with 100% default type.
The statuses on enemies is sometimes easy to miss, particularly with taller enemies and thorns blending into certain models. You should put it directly under the health bar, where the eyes are already looking to calculate hp/dmg.
Drag and Drop could be a bit bigger to make using cards on enemies easier. There is also a defense/utility card that requires you to drag to yourself (when other such cards don't).
Offensive cards should be able to drop anywhere (like block cards) if there is only 1 enemy.
Opening your deck, or clicking too fast, can cause the Shopto duplicated remaining options, allowing for 2 uses of each. This may be an endless shop issue specifically, calling the previous shop version by mistake.
-No sound options
-ran to bathroom the first morning and blocked the door, sister got stuck trying to get in and softlocked the game
-you can just go in and out of bathroom during her shower for some reason
-why would you make people actually do math? add a skip
-quest markers take a long time to appear. I was already halfway across the house a few times before the item (that I already tried) becomes a quest item.
-if you pick the bad ending, the key is both in your possession and still in the cabinet. You cannot grab the key again, but you can go in the door.
-no meaningful choices
-tons of grammar errors
-my dead cat walks faster than sister does
-no text/scene skip/fastforward
-no info/menu for controls/hotkeys
It's obviously early early development, but you're still presenting it to the public. You should polish some of the functional annoyances, like the door, walk speed, adding a 'skip' to math test, text/scene skip, no controls info/menu. The art looks good and the story direction looks fine. The annoyances are taking away from the experience. I'm looking forward to how you progress.