Why is it being downvoted? It's quite alright.
Ravery (Ravery.net)
Creator of
Recent community posts
I love the idea, but here are some issues:
The key to stop building/recording (ESC) is closing the fullscreen. Just have R/B also deactivate the build/record.
Unless you want to have this game be very stressful, consider having the recording done while the game timer isn't running. It felt very annoying to have an attack wave start during a record, which either forces you to break your recording or risk your buildings getting destroyed.
Also the game slows down quite a lot when you have many mice doing their thing.
After a while the game devolves into "Place a tower, use record to spam click it" repeat it a lot. (Same for "place forest, record spam click on it") I'm not sure this was intended as it is.
I'm not sure I experienced the game as intended as I started the story mode, then basically thought "ok, this is a tutorial and probably adds some flavor texts". After the story mode was finished I played the regular game, but at that point I have seen most upgrades and depths. So basically, as far as I can tell the story mode doesn't add much to the player experience (in terms of story / lore / drama), but it does spoil the game quite a lot due to very quick progression.
I guess a warning to not start with that mode would be good for new players.
A few comments:
When I was playtesting my deck I didn't understand how to leave the playtesting first, because the "Leave" button is in the deck dashboard and not in the duel view. Even in the dashboard I find the Leave button is somewhat inconspicuous and so I missed it. This made me think I had to wait the 50 simulations before I could change the opponent.
Secondly: I like the card ranking system quite a lot, but it feels like you should have two rankings. One for play, another for targeting. I ran in to the problem: How can play out my Learn creatures before my spells, but avoid them getting flickered by myself (which removes all counters gained from Learn). Another example are cheap ramp creatures that I want to play early, but they shouldn't be the targets of my spells like heals.
Lastly: How can I change the image of my deck?
I like many elements of your game, but overall I felt like it wasn't a good experience for me. Here are the issues:
The beginning was quite slow and there was little to be done.
Then when I could ascend the game was beginning to be quite good actually.
Then I ascended enough so ascensions became trivial and so were the challenges. Many challenges were completed as soon as I started them (due to leveling early start upgrades).
The game felt more and more about just clicking upgrades as quickly as possible. Exhibitions were yet another layer of "just click quickly on upgrades without thinking".
I think you could improve the game massively if you moved some of the challenges into the early game (which makes the early game more interesting), while increases the challenge (or price) of late-game content, so it isn't just mindless upgrading.
Edit: Also let the x1, x100, xMax buy button affect the support upgrades, please.
Despite my comment being mostly listing issues, I do think that the game has good potential, and I hope you continue working on it.
Having a constant death clock during gameplay and upgrade phase is like the exact opposite of "idle" gameplay.
Also I think it's a bad idea to punish players who want to read the upgrades you are providing. Stopping the deathclock during the upgrade phase would be better, imo.
I do like the topic though.
The AI images that tell the story in the beginning are very good. If you expand the game, I think you should lean into it.
Regarding the current state: I think the very early game is quite boring. You basically have to click "Respawn Target" far too many times before the game starts having a bit of complexity. I think some Auto Respawn Target (which respawns after 10 seconds of inactivity) would help. Also some randomly appearing items that boost fire speed and damage for a few seconds. This way the player can either idle (auto respawn) or has more stuff to do in active play (random temporary boosts).
It's a good game. The only things that I would love to see improved is:
- Better idling (should run in the background or accumulate some offline-progress)
- Have idling be less strong (when you let the game idle it gives out 100% rewards, which allows for a ton of upgrades when you leave it running for an hour). If idle progress was capped, it would feel better, I think.
- There should be some easier way to upgrade. How about some button that buys the cheapest upgrade for you and a button that does that 10 times. This would make it easier to get the ton of super cheap upgrades each prestige.






