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Saruzer

3
Posts
2
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A member registered May 05, 2025

Recent community posts

That's more like it. The only bug I've found is that when you pause run, you can move your cursor to gather some resources. Boss 2 is almost unreal to kill, maybe artifacts are the way to go. Game is completely hackable with cheat engine. Was able to hack my way to every resource in the game and make craft a bow to obliterate the boss(Can't attach picture for some reason). If I were to spend more time hacking, I could've probably disable the beta version if it's stored as a boolean variable. If you don't like when people hack your game, you can do some "if statements" to check whether something feels out of place. Something that theoretically impossible to get through normal play-loop (Like 2 millions of resources before even starting the run). 


Also, having discord server would've been nice. I could've easily missed the updated If I weren't constantly checking it here. Glad that game is playable now. Gold scaling still seems a little bit odd for me when it comes from +3 gold from default slimes at max upgrades(in demo) on the first level and +11 on the second one. 


Since I haven't played full game, I can't say much about balance and stuff. You can unlock more slimes through upgrades and thus, every slime has its own stats. Like available in demo fire slime or further in full game rock slime, water or crystal slimes or diamond slimes etc. 

Glad to hear that my feedback was helpful. I'll be looking forward for the future updates! Good luck with implementing new features and fixing bugs!

Fun game. Like it. Want to point on some things that raises some questions on your game design choices.

1. Everything were fun until seeing "+830% gold multiplier". It is broken. You literally can buy almost anything in 2-3 runs after that.

2. The "magical numbers" stat increases. Why buying "arrow rate" decreases it on 0.093s? Why not 0.1 or at least 0.095. The 0.1 option sounds better though. Same goes for almost every other stat upgrade in this game. Just round them to the nearest number after 0 and everything will start looking better for sure. Your design may work but only if you implement stats calculator or something in that sort so I don't have to calculate those 0.0XYZ number in my head manually

3. Following stats problems, would've been pleased to see some stats menu where I can see them(i.e. firerate, damage, damage-area etc.). Otherwise, maximum what I can do is to look at the base stats of my bow and sum everything up. Not fun.

4. The upgrade "Time chance per kill" isn't necessarily broken, but you can stuck in your fight scene with slimes for like an eternity. When buying all 12 upgrades, it gives you overall chance of 45% to get +0.2 seconds after a kill. It is A LOT. Because at this point of the game your screen will be full of slimes and your attack range will be long enough to kill at least 5-10 slimes each 1-2 seconds. Just adding option to leave the fight would've been the bare minimum to fix that problem

5. The "damage increase" upgrade not working? At least it didn't seem like it works. Literally not getting the increased  damage