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I think if upgrades were for all towers of a specific type, or if the towers just remained after reset, this would feel more incremental. The different enemy and tower colours are a cool mechanic that I think would work well with more incremental features too, e.g. different upgrades for each colour currency and different achievements for enemy types.
This is a pretty solid game for a week's work, well done. There is a good amount of content here, though the pacing still felt a bit too slow. I like the grid idea for placing your various buildings/generators, it would be nice if there were some strategy to placement (e.g. buffs/debuffs for neighbouring buildings). As is, it just feels like more clicking to manage building upgrades than is really needed. The hot keys are much appreciated though, thank you!
Managing the power and building outputs works really well and the Workers system compliments it nicely. This would definitely be a great base for a bigger game, perhaps with different planets offering unique resources.
There is some good content in this game (and more than it initially seemed) but I think the balance is a little on the slow side, mostly when getting early BP. I think if some of the auto-buyers were introduced sooner it would help. Using a monospaced font should fix the jittery number display too. Was hitting some big numbers by the end, nice.
This has some really fun mechanics, it's a shame you didn't have more time to balance it out. Still, by the end of my playthrough I was enjoying just tinkering around with different card combinations. As you can see in my screenshot below, I had started making an automated point generator setup. However, I started to have some visual bugs with cards doubling up in slots and drawing at weird offsets. The late-game stuff is really fun though, you could definitely develop something bigger with this.
The early game was a bit slow though, I'm not such a fan of putting a cooldown on a clickable like the draw and submit buttons; either clicking or a timer is fine but both isn't so much fun. Also, I wonder if the shop stuff could fit on the same screen as the play area, just to save some clicking in and out of them?
There are some great ideas in this game, specifically filling the background colour and the ship/pong combo. I'd love to see this game expanded and refined. As it is, I didn't enjoy playing a sluggish version of Pong to progress. Some kind of automation or other option (maybe starting as the ship) would have been welcome. Also the upgrades getting hidden when my money was low wasn't ideal. Anyway, would love to see more!
I enjoyed the early game, needing to balance power generation with houses and upgrading between power and research. I think you could definitely build a longer game based off that. Ascension appears unbalanced at the moment though, as the rewards you get don't seem very powerful yet the earnings total needed to ascend increases 10 fold each time. If there were better rewards, or some automation for buying generators/researchers then ascending might be more appealing.
I think showing the next available generator/project/upgrade sooner would be better, to give the player an idea of what they are working toward. Good work for your first game though, getting the balance right can take a lot of testing which isn't easy in only a week.
This is a really solid entry, I enjoyed my playthrough. The decelerate mechanic made the early game more interesting than just waiting for upgrades, as did the laser. I think the automation of these mechanics was also well timed. Dispersion and Interference sections were great, I think they kept progression scaling nicely and added some further automation. The final challenge took some grinding but I got there eventually. I'd say this is my favourite game so far. Nice work!
I wasn't really enjoying this at the start but it definitely picked up once I reached batteries and beyond. Initial progression is slow and you have to babysit the lightning rods because they break down, so you can't leave it idle. Also, unlocking a new building for $xxx then needing another $xxx to buy the first one is frustrating. Once I had multiple buildings and could optimise the layouts, the game became a lot more engaging.
I ran out of upgrades and I'm wondering if that's the end of the game? I tried to see if there was a max population but only reached 450 or so before balancing Happiness became an issue. At that point I also wanted more details on the mechanics of different buildings. For example, do the Tesla Towers only redirect to two lightning rods? Can they chain together? Is there any reason to have multiple Weather Centers, or even keep one once you have the info it provides?
I think if you continue development, having more complexity to the building placement mechanics would be cool, such as bonuses for chaining building types, proximity bonuses e.g. batteries store extra if next to Weather Centers. Also, I think upgrades that increase production/income are more "fun" than ones that reduce building costs, generally speaking. Eventually, an auto-repair upgrade, or the ability to "stockpile" future repair actions, would be great too.
Really good use of the theme. Having the three separate lights & upgrade sets is a cool mechanic. Howver, they felt kind of isolated from each other. Needing to switch between them to maximise progress would be fun. Distinguishing between upgrades you can and cannot afford would be good too.
I didn't like the theme changing colours throughout the game, it made text unreadable at times. Some automation for Particles > Sparks would be good. Having to type in the increment amounts should be replaced with buttons (e.g. 10%, 50%, Max) or sliders, also the amount seems to reset when you switch pages. Progression is good but maybe show the next upgrade sooner, instead of it being so close to when you can afford it.
Cool idea and a great interpretation of the theme. The progression and automation felt well balanced, although the game itself doesn't last very long. You could definitely expand on the idea, with different enemies, loot and maybe different vendors/towns that you need to find the best deal at. The UI could be more compact and user-friendly, I had to switch to fullscreen by the end to see everything.
Oh snap. I realised where I had missed some code as soon as I read your comment; thanks! I've fixed that now so balls should maintain their correct speeds all the time.
I guess I... dropped the ball on that one :D
That's intended actually. It is for balls that get "caught" by black bricks that spawn. Since the black bricks won't take damage until all other bricks are cleared, those balls get shifted to an area of the screen where they can move freely again.
The movement/attack mechanics are fun by themselves. Having to use different keys for each attack feels a bit awkward; I think this could have been improved by introducing the enemies one at a time. Also, the controls say WSAD but jumping is Space key.
Nice art, reminds me of Blackthornprod's style. It seems like you did some dungeon generation for this, so that's cool; a lot of the rooms were empty though, so they just created needless backtracking.
Also, as shooting is the majority of the gameplay, it would be nice to have some more feedback when your bullets hit (e.g. enemies flash white for a moment when they get hit).
I understand you were limited for time with this. I liked that you had an introduction with story and visuals, which you don't often get with a game jam entry; I couldn't see any connection to the theme though.
The gameplay itself has a very simple mechanic and I don't see much advantage in having the character walk around; it feels like a mouse-only clicking interaction would suit the mechanic better.
I think this had some good ideas, such as the use of the triggers which opened different paths and the hints written in code (good use of the theme). I think they could have been presented in a clearer way though. I feel like the field of view could also be increased, to allow the player to see more of the level.
It would also be good to change shooting to be repeated if the mouse is held down, as there is a lot of shooting, especially for the bosses and it results in a lot of clicking. I didn't make it past the green boss; not being able to see him for most of the fight was frustrating. Some kind of feedback when you get hit, even a noise, would be good too.
Really good puzzle game with solid graphics and sound. I think the puzzles were challenging and varied and they increased in difficulty at a balanced rate. I felt a couple of the puzzles, the early ones with the moving enemies, weren't as strong as they were less about logic and more about just getting the timing right. Mostly though, they were great and I really liked the last 2 levels.
I can kind of see how setting up your commands and hitting run is similar to programming but it felt like a pretty loose connection to the theme. Even the graphics and sound, while good, didn't relate to game dev. Still, really good game.
"This left me with nothing to do but die" - evoking that feeling in players is essentially my goal with every game I make. :)
Thanks for playing. That inventory issues is definitely something I'll fix up in the next version (I appreciate the screenshot).
This was fun for a short play. It's strange that the health system isn't based on typing errors but I suppose time is a valid way to measure your success/failure too (though not so much in coding). The Udemy guy was funny, very "game dev". Considering the main mechanic never changes, some more levels would have been nice.
Fantastic art and good writing, this game has a lot of personality. I like the idea of it being a memory game, it's certainly something you don't see a lot of and this was fairly well executed. I think the gameplay does get repetitive though, so maybe there needs to be an additional element. Perhaps a card/power-up system where you collect them, then you can use them to your advantage when the RNG doesn't go your way (e.g. you want a programmer and only get artists).
I liked the way the game assets built up as you "developed" them during the levels. I couldn't finish the Release level, though I tried quite a few times. On that note, I think being able to restart a level when you lose (e.g. with the R key), rather than return to the main screen every time, would be a good improvement. The gameplay reminded me of Audiosurf. The graphics and gameplay are simple but they work, so good effort for your first game.