That was really fun, the bonus levels were super clever and I love them, especially the last 3 were really interesting, the last one introducing a new "mechanic" is super interesting as at least I learned it by seeing if I could "hold a door open" to learn the solve state, thank you!
jnobody
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I find it neat that most ranged enemy drop energy and melee drop Metal, its fun in that it kinda pushes players to mix two units always and not just focus on one unit too hard and to have a energy & metal unit, with the currency coming in two types each unit gets a power spike of 10s a little earlier or later then the other which makes each of them feel particularly powerful for a while which is really good game design especially as the power spikes are right before/after bosses, is a feels good, thank you, If you intent the game to go infinite distance would recommend a way for the player to speed up to the later 'Threat levels' as the slow walk will be a bother for players if the game gets notably longer, (even like too threat +3.0 its notably a slow walk, single scout helps tho) Thanks again, good game
Repair needs a little help as you would want to pair it with a metal damage unit which scout dies too easily and is decent but you can only combine them at the end of content well, the speed skill is neat as they can keep up with scouts then but same issue that the scouts are squishy and all bosses do Aoe attacks. I think its one of the better healers I've seen in games adjacent to this like wave defense games (they dont run in and die! they are soo good at healing!), but with the limiting factor being max health facing the bosses Repair could use a little more, allowing it to "heal" a full health unit to give its buff or maybe Overheal could but i'm sure ya got better and more ideas.
I really liked this game thanks the different units are good is a shame default is the strongest by far as the "reinforcement" works super well which is not a bad thing, bread and butter ranged + tank works well, when more skills and upgrades are added im sure it'll get more complex, I am a huge fan of linear cost scaling (i.e. 50,100,150,200..) as the scaling never gets out of control and always feels like the cost isn't too much more thank you for using that, also the total cost is ^2, so you get 2x the effect after 4x the cost for the prestige shop, I think its one of the most 'fun' and 'fair' feeling cost scaling I've seen. I've seen a few games use that and have a 'max' level that unlocks a new 'tier' of upgrades at a higher base price and that normally feels good, but that greatly depends on how and if you want to scale the game further like infinite scaling? I could see unit creating/combing in this setting of the game whatever happens next im excited for. Thanks again is/was fun.
The "Missions" tab also was paced very well and I got to the end of the content around the same time, beating the prior boss 3 times before beating the next, well polished game that I can see even with a little more stuff would be one of the better incremental games I've played, was fun and recommendable even at this point. Thank you.
The currency switch at the beginning of the game is a bit odd to read. also since for how money is normally written dollar sign first $5 . and cents at the end. 50c for example which is a big reason for why many folks seem to be confused at the start. otherwise seems like a pretty decent game, would be nice to see some descriptions on the diminishing return items to see their scaling equations.
Easily the most fun i've ever had with a platformer game, I've been trying to beat any route without using the arrow keys, so far I've finished Route R with only failing on level 13 (Which is before any route choices). Its amazing in this game you can beat it with ignoring one of the major movement options, the extending gives so much freedom of movement by itself. It sure takes a while to gets used to but is so much fun since even though it feels a bit random at times its consistent.