Re-reviewed all who gave me an review.
Looking for more feedback :)
First off: thanks for letting me continue even after defeat. Made it easy to see everything.
Impressive to see how many systems you got working in a short time. I also really like the idea of connecting towers to the upgrades, I just wished there was a bit more to it. Maybe that lines couldn't cross so you would need to make specific connections for each tower or something like that. As it is right now, it is just six more clicks to activate an update and no reason not to do it.
But it was still fun to become really overpowered by wave 20. Never saw the boss :)
Great work!
This was an experience for sure. Of course, there are clear limits to what you can achieve as actual game (e.g. automatic fail states, decisions, etc), but this was just a treat as member of the "Bad Apple On Everything" community :D
As a game, I would have liked some indicators on where to go next. Like some meteor I'm following or something and I have to decide if its left turn is a real left or a fakeout. Right now, a lot of "stay in the box" is more or less just staying in the middle and guessing.
But as a experience, it was great. Probably one of the entries that had my attention the most :)
Impressive how far you've come from the early screenshots in the Discord :)
Overall fun idea with solid execution, though I didn't really like the addition of enemies. As I am able to spam attack, they are more or less only forcing me to an annoying stop. They don't challenge me, they just make the game feel slower.
Still, I enjoyed my time with it!
I overall really liked the idea and enjoyed the experience :)
The few notes I had:
1) Escape for the menu in a web build isn't good because it also puts me out of fullscreen
2) I missed some clear indicators, e.g.:
- Which doors open and which don't. I never went into the doors until later because the first one was closed and all the others looked the same.
- The battery being red communicates that is is for the red cable. I didn't expect the other colors to work as well at first.
- As I first went to the left and found the console hidden in the shadows, it wasn't really clear what it was until I randomly spammed the interaction button and got the angle correct.
Afterwards, it was nice platforming fun (even if the cables show all my failures :D), but going in blind was a bit rough :)
Also: I absolutely love your title/branding. It is just eye-catching!
Thanks for your feedback.
Yeah, I had a lot of ideas on how to represent it and most of them had to do with a lot of reading. Hence the addition of the fast-forward for those who don't want to read/wait for all the calculation. I also thought about making it a more visual auto battler, but I couldn't find a way to make it not feel random in that short amount of time.
If you still need something for your list:
https://lostlibrarian.itch.io/bestest-help
:)
Really liked the idea of the game and its execution. Sadly, the onboarding is a bit rough.
I was fired multiple days after the first data center was done even if I had enough water and energy in the grid, extended the grid to one side of the data center, etc. Couldn't get it to work. Would be cool to have a clearer "will fail/win" indicator. Or a clear "you need to build your grid until here" point.
Coold idea and good execution. It killed me once before I realized that you could not only switch colors but also turn off all colors by double clicking, which felt like a bug until I realized what has happened.
Given that there is no downside to having the cable run at all times, being able to switch it off feels more like a punishment once the game gets hectic and less like an interesting feature.
Still, knowing that, the second round was a lot more smooth and fun :)
Overall a nice experience :)
Good choice to have small levels and give the player new things often.
Spamming the attack more or less killed any need to platform around the spiders which made the overall game very easy. Would have been cool to only have a limited amount of attack per fruit but multiple ones instead.
But the end game mostly focused on the platforming, so it wasn't a big deal in itself :)
I really love the presentation, it feels like one coherent game for both theme and execution.
One mild critic would be the long waiting time before "guessing the solution" and "end of the level". Given the slow walk speed, it feels annoying to wait for one more cycle. Would love a way to either speed up or an automatic faster end of the level.
Outside of that - great work! :)
Hey everybody,
Looking for feedback on my submission: https://lostlibrarian.itch.io/bestest-help
Will also play yours once I had a few hours of sleep :)