Amazing entertainment! Filled with lots of nerdy humor and popculture references. Here’s playthrough with feedback.
Heti
Creator of
Recent community posts
Gameplay Mechanics: What do you like or dislike about the controls and physics? I like that the blocks snap to angle. I like it is easy to place blocks: just drag and drop. The adjustment controls are too overcomplicated and you are unable to adjust the block once placed (or if its in a wrong position - i.e. outside bounds). Level Design & difficulty: Good progression that allows to understand what is going on. I would disable blocks on the first level and introduce them later. Levels are quite simple which makes sense for the start. But there’s only 10 so its hard to tell. But with colors you can have all sorts of things so it looks promising.
Full feedback:
I mostly agree with TrashCan. Games can have no tutorial but then they need to be designed to onboard the user and give him feedback on his actions (i.e: I’m clicking “Hire worker” and I’m not able to hire more workers. Why? What should I do to be able to hire them? Is there a hard limit or it depends on something? So many questions unanswered)
Here you can see my initial interaction with the game with some feedback (quite short because I wasn’t able to progress much through the game).
I wanted to do something a little bit different (since there is no theme) and figured there will be lots of “classical” rpg approaches. I matched stuff to the template as close as possible xD
My reasoning:
Plants: passive electronic components
Objects/furniture: active/interactable electronic components
Characters: nanobots that can traverse the PCB and interact with components physically (solder paths, turn potentiometers, etc) or virtually by connecting to chipsets. So there’s plenty of room to make an interesting game.
Thanks! Glad it was helpful. Yes, a leaderboard would certainly be nice! But I was thinking about some smaller scale motivation (there are different kinds of players, I’m simply that kind that likes to acomplish set goals ;p ) I’d love steps that would keep me (the player) engaged. So for example (and to keep it true to the theme) you could add some milestones to complete: i.e. win 1000 to fund a fighter jet (achieving this could unlock a new ball type), then next one: win 5000 to fund a spaceship to fight aliens in space (again, completing the goal unlocks a new ball/slot space/smth else) and so on. This gives reason to play, and actually revards you for playing, giving you option to win even more. The shop that lets you customize the starting drum for the won money is very cool and more games should adapt this approach. However it has more sandboxy feel and requires you to play a lot to feel the difference (so the reward is quite delayed compared to rewards that could be given more frequently for achiving smaller goals). It’s just my opinion! I’m curious what others would say.















