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Nekosity

24
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2
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A member registered Jan 15, 2021

Recent community posts

No problem! I look forward to seeing what you can create & I'm glad my suggestions are so helpful :D

So I want to start out with I hope you don't take all of this as harsh criticism. If I hated or disliked the game I wouldn't take the time/effort to write all this out as it's a lot of work to take the time to do so imo, I would just move on. But here I am, so I want to see this concept potentially go somewhere.

Atm the game is extremely barebones. You're already aware of that however which is good. You have a good concept here (though I'm kind of disappointed it's just the same style of game that's been popping around a lot lately, I hope you try to branch away from it somewhat and become more unique!) but so far the only mechanics are grow/multiply mushrooms & collect a currency. I would recommend looking into implementing more mechanics to keep the game interesting as eventually the satisfaction of watching the mushrooms multiply will wear off and the game will lose any excitement it had. 

Some mechanics you should look into are especially active ones. Something other games of this style have over you are they are usually very active in gameplay requiring player input throughout the stage but once you get enough harvesters it becomes too tedius to keep clicking mushrooms yourself and you just take the loss in income. Some examples on how you can make it active are abilities (I.E. exploding click will cause a big explosion collecting mushrooms in a large radius, an AoE ability that you can place somewhere to collect mushrooms for x amount of time in that area, an ability that makes mushrooms worth x times more on click making it more worth looking for the rarer mushrooms like gold mushrooms) or upgrades like collecting currency in the middle of the round increases it worth, clicking the screen speeds up harvesters etc.

Atm the game gets really op with how fast mushrooms ramp up in speed due to multiplying. So I think you should also introduce mushroom evolution. New mushrooms from collecting a mushroom have a chance to evolve into a new type of mushroom that takes longer to grow, however ofc it's also worth more. This will help prevent the issue of there being too many mushrooms later on, needing too many collectors to keep up while also allowing the implementation of more round time upgrades & mushroom grow speed upgrades and even unique upgrades like red mushrooms are worth +x more and white mushrooms are worth +x more. In regards to collectors, their AI is really strange from an efficiency point of view. They can go from one end of the screen to the other when there are multiple grown mushrooms around it, not entirely sure how it works (maybe it targets the oldest grown mushroom) but it would be cool to see upgrades implemented to help curb this, i.e. an upgrade that gives collectors a chance to harvest mushrooms they pass through on the way to their target!

Some cool things I'd like to see if you're interested as well are special mushrooms, like a blue mushroom that has a rare chance to spawn but freezes the round timer when collected. Little creatures that might try to steal your mushrooms if you don't pay attention & click to shoo them away (maybe upgrades to get something like the collector which will help you shoo them away). And different types of collectors, like a more powerful version that might spit out more currency when collecting mushrooms but has a charge & you need to recharge (i.e. clicking on it) or a collector that will collect currency for you with a multiplier but moves around super slow (it just moves around randomly with a "Vacuum" radius around it)

Finally just some minor issues with the game, the UI is a bit of an oof. Mushrooms take priority over *everything*, everything gets put in the background behind mushrooms, your currency at the bottom left, the stage timer etc. This is just frankly kind of weird. Also little mushrooms can grow "on top of" grown mushrooms and they make the already small hitbox of a grown hitbox even harder to click. When you full-screen the game, the locations of mushrooms seems to be inconsistent. Mushrooms that were previously at the near tip-top of the screen are now completely off-screen where only a collector can grab it. Also feel like currency shouldn't be on top of upgrades but below them, so you can take a look at your upgrades properly while collecting the currency after a round end. Finally, not really an "issue" but it would be nice if branch upgrades were visible as like a ? block with x/x on it so you know that upgrading will unlock another upgrade. Wasn't sure if upgrades like gold mushrooms will have more upgrades or not i.e. when fully upgraded or just even partially upgraded. Turns out mushroom multiplication did have another upgrade to unlock when fully maxed, so would have been neat to have known with a ? x/10 block to the left of it!

Thanks for the fun 15-30 minutes it was really satisfying watching the mushrooms multiplying and I hope you really do something awesome with the game, you don't have to necessarily follow/implement the suggestions I have. They're mostly there to brainstorm ideas for your game and what's most important is your own vision for the game! I don't want to interfere with that c: Good luck with the game and I'll try to check back here and there for updates :D

Yep, that's the usual reaction. Took me a while to notice too, but on the bright side I got to 25 stages on my first run so I already had t2 unlocked cause of it xD

Ascension always provides a way to reset, you just hit the ascend button on the combat section. You need to be a high enough stage but the requirement never changes. 

Getting to level 100 for rebirthing requires a mix of equipment tiers, souls, max level perk in tree & the ascension upgrade for max level. 

While I agree the horizontal scrolling was a bit odd, I thought it was p. obvious with the big scroll bar that moves to the right.

I haven't gotten to the stage skip part you're talking about but I do agree that the infinity buff to tree is p. lackluster. It's an expensive amount of points for a pretty bad upgrade?

There's a bit of broken english here & there in the explanations that make it hard to understand. Also a lot of people just want hand holding instead of learning how to play a game by themselves. I do think there's a lot that can be explained better tbh and I'm not really sure how to point that out cause of how much there is. I think if you can get someone native english to look over your explanations and cleans thing up, it would be a lot better.

Also information is kind of split up in a weird way. In example I find it weird that sniper says it double checks crits but you need to go to the info section & under buffs find the part that says "Double Check - If the first attempt is false, the check is repeated." I feel that you could either just better explain it in the buff to begin with or have that info accessible in the buff section instead of the info section. 

For example make sniper instead say: "Tries one more time if initial crit-chance fails" (I'm not a fan of this wording either but I think it's better than "double checks crit-chance")

Radiation is just max everything out & get to level 700. You'll need to upgrade 2nd ring a decent bit as well as dive into Abyss D to make it to level 700, where you'll unlock infinity, the final (currently) bit of content in the game.

If you're confused on how to get mutagens, just read the info section of the game.

I feel the game is pretty easy to learn. There are some things that are communicated poorly though,  I do agree on that. But for example, abyss D is just an endless abyss mode that gives you benefits based on your further stage.. you can find this out by literally just reading it, it says you get smtg at stage 20. Then when you reach stage 20 it reveals the buff & reveals the next stage requirement. 

You can find out more info in the info section about corruption as well as just hovering over it below your level iirc. The main most important part is that it reduces your max level above level 300. 

Mutagens/radiation/celestials were all explained pretty okay in the info section of the game. Celestials have a chance to spawn based on your danger value, you can gain mutagens from enemies above certain stage levels, higher tier mutagens are more valuable. Radiation is just spend mutagens into perks, ez pz. 

Notice when you make a skill infinity in the tree, it says it costs P and not IP. You're still spending normal **P**oints, ya know.. the same points for the rest of the tree? 

I actually level up way faster with afk than manually grinding, unless you're in an area where you aren't killing things quick enough?

Your rebirth loot muti based on your rebirth tier

check double means that if the chance fails once, it will check again. So if you fail to crit once, it will try one more time to roll crit chance

Acrobatic doesn't kill my first strike, the damage remains the same until it actually hits

I've tried. I will admit it runs a bit better, but I'm still lagging an absurd amount to the point the game is unplayable. It happens as soon as I press the button the start the game too, it's absolutely crazy how much lag I experience on a basic menu

Fibonacci is the fibonacci sequence. Don't ask me whether it's supposed to be up or down though, I tried and eventually gave up cause my numbers were getting way too big. 
Pumpkin Eater is probably for cheating, "cheater, cheater, pumpkin eater"
I don't want to believe this because that's actually really stupid if so but Free Advertising is probably donating to the dev?
1/61 prob has smtg to do with chests opened much like fibonacci sequence. I couldn't tell you how to do it though, dev really needs more/better hints for these achievements imo.

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It says 1 prestige is properly balanced so far, but well seems far off from that tbh. For one, the game is actually slower with well when it should be the opposite. It is ever so slightly faster early-game in that you can rack points up much faster, but due to the nature of specific upgrades that falls off quickly. Once you get back to specific upgrades, the game turns from rock always win idle into scissors always loses idle. With well added, scissors now loses way more often, I feel like there should be some kind of counter to this. Especially since scissors controls how fast the game plays.

If you are unlucky enough to purchase rock never loses before maxing scissor upgrades, you'll be stuck waiting a long time, much longer than necessary, to max scissor upgrades because you're locked to random & scissors is 1/4 options and if it does happen to get chosen, it's most likely to lose. 

I really love the concept here, but I think this kind of logic is something you'll need to heavily consider going forward. Also not a big deal because a 2nd prestige doesn't exist yet, but well doesn't have a well -> rocks upgrade so rock does in fact lose instead of always winning. 

Some suggestions to improve well: an upgrade to improve streak multi for all types, not just well. Since it's a special type, maybe a 4th upgrade as well that minorly improves specific resource gain (as in like, you gain more scissors/rocks/paper/wells) or whenever you get wells, you also get scissors/papers/rocks (a smaller amount). 

Some minor issues I ran into, W T L is actually W L T, you can still convert scissors (or paper) to rock before buying all of the upgrades. It seems to only require buying all of the speed upgrade to appear (that and rock never loses) but you can still lock yourself out of more paper/scissors per in example. Not huge, but annoying nonetheless. Well upgrades displays with no upgrades available after buying rock never loses, presumably because it's going to get the well -> rock upgrade as well but doesn't exist yet. 

Please don't let my feedback discourage you from updating the game, I really love the concept and want to see more, but I just feel this stuff should really be brought to your attention for the future. Especially how new types can affect the game in a negative way and needs some way to counter that.

EDIT: Forgot to mention something else, imo a mulligan should never go down one if it's there's no streak to mulligan. It's depressing watching all of my mulligans go down the drain because I lost multiple times in a row and never got a streak.

First try 18 minutes~ I could probably get lower now that I know what I'm doing but idk if I want to play again :p It's a great game, I'm just not big on replaying games with few exceptions like skyrim lol

Neat concept so far. I'm a little sad the game is so short even. I'm not really seeing the point between choosing between wolf/slime, though I imagine that will change as the game develops? The only real thing I could think of is possible performance issues having a ton of slimes vs having half the wolves in the image moving around depending on whether or not you cap how many show up.

My only critique I would add is please change how the story pops up, or add a button you have to click to continue to the next section of dialogue. Especially seeing how clicking plays a big role at the moment. I'll be clicking and suddenly boom story pops up and I've already clicked past 1 or 2 sections of dialogue. Now I just have to skip the rest and read the log on the bottom right (easier than replaying it..)

I knew it :eyes: time to investigate more >:o

Not sure how you can call this idle when you have to sit there actively chasing squirrels and crows away. And for some god forsaken reason they only spawn more and more and more, getting faster and faster which 0 way to chase them away automatically.

My only question is, why do we have such a huge house when we're such a tiny person. Or if we're actually big why is everyone else small af :joy:

cards do stuff.. you just need to unlock prestige.

Huh do I not get to try out brutality? There was a bunch of text at the end but I didn't get to read it cause of my cat 

The items I get per minute isn't accurate... my bots collect 5 items every 14 seconds and I have 5 bots. Rather than including the interval to dig it seems to just multiply the items collected * bot amount. When in reality I actually collect 107 items/min (although technically both values are inaccurate since there's only 3 slots for the first bot but more than 3 types of items, meaning I will never fully reach that value.)