Fair point, my point was not only about the pulsing btw, it's more the aiming that feels 'off'. But indeed, I can imagine that picking up stuff also interferes similarly, although it's also a tradeoff, between going for the aiming or for the pickup.
swoopie
Recent community posts
About the pulse attack at cursor upgrade in relation with the aiming.
My cursor is usually nowhere near the playing field, because I need to move my mouse in the upper section of the screen to aim my cannon in the right direction. If you calibrate this differently, it would be better to aim directly at the mouse cursor or something. In the screenshot you see my mouse cursor (pulse attack is visible) on the top right of the screen.

Kind of addictive, but I'd change a few things. Make sure no bigger level suddenly pops up from a cloud when you're there, feels unfair. When going fullscreen, which scales beautifully, the game goes jittery, so performance optimization is needed. I'd balance the speed of the creatures as well. It would be great if you can actually catch lower classes, but given they're faster that's nearly impossible. Also, I'd suggest to make English the default language, because it's kinda hard to find the right option when you don't know Arabic / Hebrew / unsure. But, compliments you added English!
It's pretty polished, plays really well and is even kinda addictive, but like the user below said, to me it feels like I'm a loooong way from making it through level 2 and I've been upgrading quite a bit. I think progression should be faster for keeping me engaged. I'm still playing, but I feel I'm losing interest.
Cute little game and visually very appealing. It is kinda relaxing. I would love more gameplay though, like more complicated recipes (like the London Fog or how is it called) and perhaps make the order matter, or let you figure it certain ingredients yourselves, or make some ingredients more hidden or or or ... loads of ideas, but none of these should take away the cozy atmosphere of the game, so a timer would be a bad idea I think.
Finished it! Pretty nice game, especially considering it's generate by AI. One bug I saw, the Chefs and the King seem unaffected by the Potato Masher (or how is it called) , the laser and all those weapons. Also, the game said, I think, the laser targets the nearest enemy, so I was wondering why it always fires roughly the same direction. Only here I read it fires towards the cursor ;-)
This really looks promising, but I had some trouble getting into it. The controls feel clunky. Perhaps it's made for different keyboard layout? The mapping of the action buttons is really unintuitive. Also, why two different keys for entering and exiting a vehicle? And, picking up with F feels weird, I have to hover over stuff a few times before getting it right, the pickup hitbox is really finicky. When I used the drone it was invisible, I had no sense of direction at all. It's all these kind of small things that decreases the fun of playing it. Which is a pity, because like I said, it looks promising! Oh, one other thing, the transition from intro screen to menu to game to settings, etc, is really slow.
Sorry for the rant, but it's all those small things that made me stop playing, unfortunately. I would do a few playtests to increase usability if I were you!
Ok made it through to the end of the yellow area, also giving me a hard time, but do feel I will be able to beat it. I do suggest however to ... spoiler below ...
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To make the field of view bigger. Quite frequently the boss is off-screen, disabling you from seeing him signalling his attack. After trying dozens of times the off-screen is really causing unnecessary hits, frustratingly enough. Other than that the boss seems reasonably tough, apart from the off-screen bit.
Really, really nice game. Music is super atmospheric, gameplay and controls are really fluent. The only thing that annoys me a lot currently is that there is no save point (yet) in the blue area, whenever I die I have to do the whole thing again after the green save, feels way too long for that.
Edit: Got a bit further, and it, really, really, really is frustratingly long before there is a save point. So much to the point I'm almost giving up, because it really sucks. Sorry for the rant ;-)
Edit: An on top of this all, save doesn't work in between game sessions .... ugh ...
Everything comes together real nicely, the concept, the visual style, the music, even the styling of the itch page. Nicely done! The gameplay I find a bit too hard, it's really tough to predict the trajectory of the monsters. Maybe if the monsters were a bit slower it would be more do-able, or maybe I just have to practice more.
Nice concept and it plays well, I find it little bit boring though, upgrades in between tests would be nice. Also, because of how it's organized (with the timer and patterns and all) it's mostly a matter of just clicking on the boss and occasionally dodging. But not too many tactics, because you will run out of time. Balance is a bit off.
Btw: Small bug, you can only activate a Stage Upgrade when the amount of marbles you collected is larger than what you need. So in other words, you can only activate an upgrade that needs 12 when you have 13 or more, which is one too many.
Edit: This only seems to happen on Auto Drop when you activated the Auto Drop with the first upgrade. The first one is 5 and needs 5, but after that it also needs 5, but can only be activated when you have 6.
With version 0.4.4 the fullscreen kinda works again, although I'd prefer having it centered instead of hugging the left side of the screen. Kinda bummed I lost my progress, feels boring to go through everything again, but I understand that's the drawback of playing demos :-)
As far as 'idle' games go, I like it! Love the sound effects, the plink plunk is really satisfying, especially because the sounds differ per level. And although I get hooked on idle games sometimes, it always feels really 'idle', however, because you actually drop marbles yourself it feels less idle, so makes me a bit less feeling like I'm completely wasting my time ;-)
Edit: I do feel like the sound design of the 'Wood' stage could be more subtle, especially when comparing it to the 'Rainbow' and 'Snow' level.
It looks really good! Plays a bit slowish. Game is also a bit buggy, sometimes when I change screen size the screen gets stuck on a white screen with some colored bullets. Also, when going fullscreen part of the level is out of view, maybe because of my extra wide screen? And, the hitbox of the aliens is a bit 'off', I feel you always have to aim a bit higher.