So much good potential with this! I would suggest adding a text box about what to hit. Really good use of pacing, too.
Pahnid
Recent community posts
Really good backstory for a minimum viable product. I liked the map layout, too; wish you had more time to get this roguelike to be like coding whether through even more layout stuff or even just glitches. I also liked how your layout led to me coming up with techniques to progress better next time.
I really didn’t have problems with my controls (Brave) like others did.
One thing I would suggest is adding a coin, a white bug, and a blue bug in the starting room each behind a wall yet visible.
I didn’t really look at the heroes or the super villains; I just sent the heroes as fast as I could.
My suggestion for using your time would be instead of doing sound, focus on making the battles themselves better. Like show me why I should use one hero instead of another - maybe elemental interactions or some stats do not work together at all.
Since 2 heroes are sent, were you going to do some type of combo system?
The best thing I can say is you have a really addicting loop here, and everything from this game is basically stuck in my head!
The best part is how you set it up so their story progresses. For a sequel, not for this, Bella should do more tavern things. One thing that could be done for each hero along those lines, is “what’s it to ya?” especially for the heroes that level up quickly and start to get ahead of themselves.
If I were to suggest something to trade your time, I would show up to 4 heroes at the tavern at the same time which you have to select instead of the queueing system. That would have another potential peril opportunity of heroes feeling Bella’s tavern is too crowded.
If I could have 1 new feature, it would be a “hold slot” like Tetris now uses where Bella would send only 1 hero on a “Personal Quest” which that would be a side quest with another ending, however obviously only on the easier difficulties. For the hardest difficulty the other barkeep (or a spy) should visit for a really hard side quest instead.
Wow you got it to this point being under the time limit! If you could have I would suggest to have used those 15 minutes to write a sentence for Order and a sentence for Chaos that only appear for whichever has a higher score. I also kind of wish each hero had their own special items to give to the guild.
Fits everything well. If anyone is reading the reviews before playing I suggest going in blind.
I suggest being able to see long descriptions for each stat, maybe with a hover or something. As far as tradeoffs though that wouldn’t be a good use of your time - watching you make this would probably have been amazing.
I really do like the take on the roguelike cards, the projectile fireworks, and the poker style deal.
I’m not really worried about the sound so much since it’s not directly part of the game so I think you should be credited for not turning this into a 24 hour project for that.
I didn’t see any bugs either.
Easy suggestion: being able to pick 1 of the heroes to take to the next wave.
Less easy suggestion: Total damage minus taken damage high scores.
Harder suggestion: Deck editor!
I do have more bugs like the one that you can’t see the whole first screen unless you fullscreen it in landscape mode haha. I wonder if Unity could tap into the user’s default font size and just go with that, or that weird unit for perceived size I dunno.
I really did not expect a puzzle from this and I’m glad that the genre was hidden so that made it better.
If I were to suggest a low hanging fruit I would go with also showing the numbers X/X for which CV we’re on / how many CVs there are. Just a “CV: 1/4” or similar.
If I were to ask for something more, I would go with releasing some type of editor so we can make our own missions and submit them here or something.
This reminds me of an Android series, however this seems like it actually has room to be way better. You need to set up lots of different team mates, so maybe the first one you could try to add could be the driver. *Bugs:* the best time is showing an incorrect value, the car recovery AI needs work (event though you're leaving it for now), and the graphics could use some optimizing. *Wishes:* Campaigns.
The pixel art is immersive?! That's more like 6 stars for 3 hours! It completely overshadows the flappy gameplay. You say you have updated tree art however it really isn't necessary, and I am worried your new art will blend in because they do look improved. For a practical suggestion rather than a want, I would like the camera to intuitively move a little vertically when going over a tree. For a want: fly into the hollow of a tree for extra content.
* I'm not really a roguelike fan, as I prefer challenging roguelites. As far as deckbuilders go, a few are absolutely amazing while most are complete trash (especially F2P).
* The spellbook needs an identify mechanic.
* I'm not interesting in continuing at this point because of the lack of worldbuilding and development. On this note the type of worldbuilding I prefer is ARG, if that makes sense.
* Bug: Godot web player runs a bit slow on the Brave browser, will try other options.
Thanks so much for your work on a new project.
Seems like an early version of the fake F2P 5 character team games. What I like about your version is you can lose instead of getting stuck.
There is a bug when you start a new game that keeps your last team on the screen.
The biggest thing I want is a battle log so I can see the intricacies of how to play instead of guessing what's going on.
Second, I want to be able to save teams in a way I can restart at any point in earlier matches.
Nice simple yet challenging town management game.
Suggestions:
- Since the tick isn't the same, please make the emote pulse.
- Have an upgrade option.
- Other maps
- Weather
Problems:
- Clicking doesn't always place the building, so please keep the building ready to place after click.
- No Options menu with things like restart.