Not sure how it works in python, but I'd try to make it a node.js and deploy it as a web version, while stadalone .exe build can be made from it via electron.
In lua I'm using defold, which allows to build exe or html versions natively, so I've never encountered such a problem.
koshail
Recent community posts
No pressure here, just my little wish. Afterall, browsers do have issues with savefiles, which standalone apps are free of.
As for circles, I'd recommend reviewing spawning function. Probably add an extra check just for case when circle is spawned on top of square. And/or level redraw after switching to another tab, to make cleaning rocess easier.
P. S. I'm programming in lua myself, but nothing releaseworthy. If you would ever feel like you could use game logic advice, feel free to ask.
Please review circular collectionables (in cuadrados level). They start to make a mess over time, I suppose it happens because they have to despawn on the very same frame they are spawned.
Also english translation would be nice (I'm not even sure what language it is now, probably esperanto?)
Windows complains about .exe not having a signature, not that it was a game issue but I think you should know.
Game itself is addictive and nice, you did a good job!
P. S. Maybe consider a html build?
1. This looks lke Electron framework. It does not necessary mean it's generated by AI, but many AI generated games are based on Electron. It is possible from my point of view.
2. Balance is really sad. Monsters are weaklings, you can easily push almost to the end of 1st stage (and maybe further) on 1st try. I had to leave game running on its own for a while after floor 20 because of yawning.
3. Game pace is boring. Maybe not even fast forward can fix it.
4. Game logic is obscure. Enemy HP is never show, as well as gun damage. I'm not sure if "rewerd-per-wave" upgrade works as there is no clear indication of it's job. And many, many more.
5. Making between-run upgrades currency from run currency leftovers is a punishing mechanic. Generally you're telling player "don't spend money inside run to save up for more upgrades" and it will become bad when (or if) you will fix enemy balance.
Verdict: There may be no generative AI involved, but creator is only imitating intelligence, not using it properly.
Not sure while this game has tags "idle" and "incremental"
Idle is a game which plays itself, and player can interact or just sit back and watch.
Incremental is a game where numbers go up and up and up, usually exponentially.
Only number I see there is box counter (which incremental only by 1), and only idle component of game is watching static assets (which don't belong to you)
1. Please add pan to controls. Arrows are sooo slow (and also unusual for navigating)
2. White upgrade #7 is better be renamed. I'm freaking serious.
3. Using upgrades to make game interface less painful is bad idea. You could make it comfortable.
4. No content beyond red. Not that I was too sad about it, tho game is kinda boring.
I'd suggest keep the game on while animation plays. Like in OG tetris.
Also what you described in other comment, "number do go up and there are multipliers" it's not definition of an idle game. More like incremental, but core mechanic is still tetris.
Idle game should play itself while you can sit back and watch.
1. After collapsing the first spire, next several waves are more or less boring, since you have neither enough dps to destroy big part of building, nor money to up your dps.
2. Game needs stats. If you say "this pill ups your crit chance", I would like to see what chances are, what they will become and if secondary weapons (rockets, explosives, lightnings) are subject to this upgrade.
3. Destroying the last layer was hard job. And as a reward, I've got an unclosable "thanks for playing, go wait for full game" message. Also, some in-game links may be broken, pls check.
4. Destroying buildings is fun. Kinda. At least if no one gets hurt in process. Destroying a building named "temple" is kinda cursed. Destroying an "ancient temple" is very cursed. Also spooky. And probably brings consequences.
3 walking egyptians out of 5.
Sound is inherently disbalanced, tho volume setting do seem to work.
Chances are somewhat obscure, with 50% chance I receive generally more unluck than luck (ghostly cat counts into both).
And main reason for 3 stars is that you invite to play on steam while game isn't released yet!
UPD: Got 12/12 with 50% chance below 1100 attempts. Normally I'd await this to happen at about 4096 +-50%.
Together with pre-recorded voice line for 3 new relics in a row this makes me think that chances are really weighted in this game. Sad.
Love it!
But there's a bug related to bugs runaway upgrade: even with -100% upgrade (just a slight movement) bugs can sometimes jump away a decent distance. Happens when bugged line is close to screen border. Same thing happened before I bought runaway upgrade: red bug eventually cornered themselves inbetween screen borders and couldn't jump far.
Pun intended.

