Fun, simple, and short. And the novel goal is to break the game :). Really well done -- just the kind of idle game that leaves me happy.
Speculaether
Recent community posts
I agree that the arrows at the beginning hide traps which is annoying. Making the arrows just a little farther (2 squares) from the character or diagonal would be better.
Although the corridor at the last level is frustrating, I think it requires planning and strategy (like putting higher speed characters in front) so I actually think it's good game design.
Personally I think adding space to dash is an interesting addition, but requiring left click and shift hazards adding too many buttons to press at the same time. One of the charms of vampire survivors is only using wasd/arrows to play.
Compared to vampire survivors, I think making it based on discrete levels instead of continuous is also an interesting and positive direction.
Nice concept and execution overall, but the manual parts during battles are tedious and not interesting. I'd rather select a loadout before the battle, not choose upgrade paths for the towers during the battle. Having to aim during level 4 is a dealbreaker for me. Especially since you have 4 towers and can only aim one at a time.
The better way to design Level 4 to incentivize aiming, is to let the towers auto-aim the adds, and if you want you can choose to manually aim the boss. You naturally gain a benefit from micro-ing your single-target tower on the boss, and maybe the single-target tower can have good anti-boss abilities.
- Fleets make it to Thilia and then glitch out and cannot be sent to Tuheron or even Crivo
- Assigning ships to fleets is somewhat tedious. Assign-all or selecting a default fleet would be nice. Currently there is not really a use for multiple fleets.
I appreciate the simplicity and the quick pacing of the game. The music and art style are relaxing and the interface is generally intuitive and easy to understand.
Cute intuitive game. Although the matching bonus is easy to guess, the extra card at 10 is harder to guess. Sometimes a complaint is that you might add 3 or 4 to 8 and expect to be left with 9 points (8+3-2) or get 2 extra cards (8+4-2-2), but I don't think it worked out that way. Despite this, trying to get extra cards is often worthwhile, since they are worth 2+, so you sometimes even forgo a matching bonus (+1). I managed 106
This was a cool idea and fun to play. If the dimension switching mechanic was easier to use (like being able to phase multiple selected units at once) then it might be more interesting. One approach would be to make the money in each dimension independent, so the best way to get started in a dimension is to bring the army from another dimension until you can get towers set up.
I think the game would be more fun if each swipe had a positive effect after the tower goes unstable. Because otherwise it just feels like a tedious task. For example, if the tower went unstable after a # of kills and the swipe made it so the next instability would happen at #+1 kills, that would be a great upgrade, that would make swiping unstable towers feel more rewarding.
It would also be nice to be able to send multiple waves at once, or spend currency on something more expensive. I didn't leak until wave 60 with 30000 currency and decided to stop because 40 more waves was more grind than I wanted to put in.
I like the mechanics of the game. I think there's a lot of potential for speedruns. Somewhere, it should be described that you can right-click or esc to get out of a planet. Also, it sometimes glitches when you try to click on a planet, it picks up a person instead for some strange reason. My least favorite mechanic is having to pick up people manually, maybe when a planet reaches population cap the people get harvested automatically.
Despite these minor suggestions I made, I want to stress that I really like the core concept of balancing O2 and heat and I love the added twist of elliptical planetary orbits to make the heat balancing more difficult.
I beat the game without ever rerolling. I built warriors -> knights -> 1x paragon, some thief-> 2x rogues, archer-> sniper-> 1x artillery, and got a samurai from the shop (no idea how to make one). I gave the artillery some awesome rare items which healed my whole team and stunned on attack, and gave the samurai a mugen cap hoping its double attack would trigger the mugen cap effect every time...not sure if it actually did. One of my rogues had two lifesteal claws which was also fun to watch. I really enjoyed the item-unit synergies that were possible, and I really like how each unit can have 2 items. Great game.
This is an awesome game. I love the mechanic of reloading towers + upgrading towers, and water and gold. There are a lot of interesting spells and temples too.
There's a bit of a glitch when your deck size is less than your hand size and you can hold an empty card.
I've beat hard mode massing a few of the tower types. I'd be really interested to see how other people can effectively use all 10 tower types (not all at once).
At first I thought that towers removed at the end of the round were not refunded, which would have been a very cool mechanic to increase the difficulty. As a result, I tried to beat each round with as few towers as possible. I later realized that they are refunded.
Currently there's a glitch(?) where multiple towers can be built on a single square, so you can build infinite towers if you want.
I'm not sure when (if ever) the fossil fuels begin outscaling the player money+towers. Around round 30, I can afford 30x as many towers as I need to beat the level.
This is a nice intuitive simple game which could be more fun if it were made a lot harder.