Beautiful!
Been following your work since Node Wizardry and always really interested in what you make :)
This is really cool! I'd love to see it taken further, and as others have mentioned have more reason behind the drawing. I think you could start simple (programming wise) by having the drawing contribute more to the generation of paint. Make the player have to mix colours on the canvas by painting over them to unlock new ones! That sort of thing.
I think there are tons of directions you could take this, very interested to see where it goes if you keep working on it!
Thank you! Yes that was one of the last minute additions - it was meant to be a tetris inventory style construction system but I ran out of time.
On the theme I used the constant resetting and beginning of the run to show the incremental power up. Plus I thought the idea that the gameplay is inside the skill tree tied into the movie's theme :)
Hey, a fellow dungeon crawler!
Really great art and animation in this, I especially loved the different character portraits for descendants.
The lack of audio is a shame but obviously understandable in the short dev time! Otherwise all the transitions are really polished and impressive.
It was fun seeing how our designs differed, I liked your meta progression merchant a lot. Great work!
(Took me 42:21)
This is really cool! Definitely wears its influences on its sleeve.
Personally I think it lacks a more strategic/active element - I'd love to see how it plays if the spins reward you with the actions and then you decide which order to take them in and who to target. Many times at the start of the game lots of damage was wasted spending crits on a unit with only 3hp left!
Cool game! I'm not sure why the currency for upgrades is separate from the money you're betting though? That seems like it would give the cash more meaning! Because you can take out a loan anyway, and you get money/second upgrades so early on.
Also minor nitpick but the button animations become very frustrating while playing, you have to wait say 0.5-1 second after each game for them all to show. And because they change position you may end up clicking the wrong one. Same with the redeal hand option, I think it would be better if they have a set position but are hidden/greyed out.
Great work though, I think you could turn this into something really cool :)
Love the minimalist aesthetic and the way you slowly but intuitively introduce the mechanics. A few sound effects would really help round this out I think!
My favourite moments were seeing the different progress bars appear, its a great tease.
It got really laggy at points with around 18 balls bouncing and generating so many text toasts.
Personally reaching infinity killed the momentum for me, I didn't think there were enough bonuses from the first infinity point to make me want to do it all again. But that's probably more about my style of incremental games, I prefer ones that can be completed in a couple of hours. Especially when they have this much active gameplay.
Great work!
Cool game! I think it's probably still a bit too grindy, though I got around this by continuing to play while the end screen shows (lol).
Personally I never wanted it to reset to the normal bullet type after I shot a special kind, that led to a lot of frustration.
I also think it desperately needs a highlight of which upgrades you can currently afford in the shop, as it gets really hard to keep track of.
Otherwise this is really good, great potential :)
Cool game! Very polished and great variety of weapons.
Around 40 minutes it started lagging heavily, which didn't clear up between runs so maybe you're not cleaning up something properly?
I completed the 5 minute target early due to the lag since the time seemed to be real time but all the enemies were lagging heavily!
Really cool! I love the different scratch card mechanics.
I'm not sure how those interact with the autoscratcher, since I liked to peak at the contents before deciding to fully scratch or not. Maybe that's a good trade off for automation though! I think making the money automatically collect or cards automatically feed into the scratcher would be great extra upgrades.
I'd also love to see some upgrades for the player's skills (size/power of scratching) but maybe that'd need control too so you can still peak if you want to.
Cool game! But I agree with the others; the balancing needs work! It doesn't feel fun to suddenly stop getting loot in the purple zones (only found a few gems myself)
At this point the purple is also further away from the shop and takes more time to break, so it's already a lot slower without reducing spawn rate as well.
This is really cool! I love the theming.
At first I thought the cloning was going to spawn another literal player object so you'd have to move them all at once and manage their offsets, but this is cool too :)
I wasn't expecting such a big world to explore, I can definitely imagine lots of interesting interactions with the cloning power there. Having a clone do the parking attendant job was really funny!
Without spoiling.. I really enjoyed how the outside world changes as you continue playing.
Lots of charm already, I hope you continue making it!
Imagine my surprise to find such a masterpiece at the top of my daily browsing of New & Popular incremental games!
I love this little pink blob, even if they did fall into a pit and even if they cannot stop mining.
Those asking for interactions are clearly not helping pit-pet get to and from with their dragging ability!!
🌝✨🕳
Nice! Unfortunately I still had the bug - It's when I Quit Round early but don't go to the store.
The other changes are definitely an improvement, though still a bit too slow in my opinion. I think it needs some automation or to multiply the bonuses by ~3-5x maybe?
Obviously depends what you're going for, I'm biased and prefer active games but I do think they still need automation and a good power curve.
Otherwise I think the store could be improved by having the current cost on the button too, or at least highlighting the ones you can afford.
I'm highlighting the negative stuff but I do think you have a really solid foundation here! I really like the music and overall vibe too.
Interesting! I like the art style.
I think it's way too slow to begin with given how active the gameplay is though.
Also there's a really annoying bug with the Quit Round button - it doesn't seem to reset the timer for the next round, so the next one ends really fast.
I think to hook people maybe the current direct hit effect should be what happens every impact, and then make the direct hit even better. So there's immediately a lot of visual spectacle and you can upgrade a lot?
Nice prototype!
Definitely too easy right now, but also too slow I'd say. The upgrades didn't feel meaningful enough - I think if your power increase was way more obvious but the game was also way harder it'd feel better.
I also think you could theme the currency as power accumulation that you're sending to factories to produce the turrets, maybe even keep it as the win resource so there is some risk vs reward!
Love the art style and atmosphere, I think it has potential :)