I meant that the score isn't increasing. At all.
TrashCan1991
Recent community posts
No, the font is fully impossible to read accurately. Also, your prices go from single-digit, to double-digit, to four-digit, with nothing in the middle. Like... You get 4 upgrades and then do nothing until you somehow save up $1400. I don't remember the names. I just remember this horrific font and format having been put on here under completely different names multiple times and having the same issues each time.
Of course! Now, I'm not gonna claim to be some expert, and that "5 times max" thing probably has a lot more wiggle room depending on the player. Mostly, I felt like I'd only had to play any of the levels of 1-9 about five or less times to get enough upgrades to beat it, and that felt like an amount that was acceptable to me and didn't make me feel like I was "grinding."
I know that when you're in the middle of making a game and building all the dope ass features that you plan to have in it, taking the time to step back and hold the player's hand through something you innately understand can feel like a waste of time. I also know that some of the recent online discourse around tutorials and the "yellow paint" debacle have made a lot of waves around the idea of teaching the player how to play your game.
Ignore anybody that says you don't need one. There's a reason that every major studio puts a tutorial section into their game, no matter what genre it is. A potential player is far more likely to get frustrated with your game or just not even start it if they go to start and have absolutely zero clue what to do, where to go, or what buttons perform what actions. It'd be like taking somebody to a mechanic's shop and telling them to fix a car, only to berate them because you have to teach them how to do it.
Now, I'm not saying to make an elaborate Barney-style show to teach somebody how to press 'W' or anything like that. All I'm saying is that you need to teach people how to play your game. If a player has to spend the first 5-10 minutes trying to figure out the buttons or the UI instead of being instructed on how it works, they're far more likely to just not play that game. Additionally, if you force a player to figure it out on their own and they "discover" a major new feature later that was supposed to just be something they could do, they will feel immensely cheated for not having known that earlier.
And before anybody comes in and says something like, "Well, X game doesn't have a tutorial, and it's super popular..." You're wrong. Even telling the player which button is the attack button or how to move around is still a tutorial, even if it's minimal. I'd also argue that any game with a minimalist tutorial either already has a fan base surrounding that genre or studio, or that it would have had far greater sales and acclaim had it had one.
So, I feel bad, but when I opened up the game and there were 6 windows and no tutorial, I just closed it immediately. I know that things might seem intuitive, especially since you built it, but without knowing what was what, it instantly felt more like a chore than a game to me. Players want to be able to immediately play, and feel like they at least somewhat understand what's going on. If somebody has to spend the first 5-10 minutes studying the UI on their own, your audience reach is almost assuredly going to be far smaller than it would be with a tutorial.
Ok, so I checked out the new version you uploaded. When I'd commented before, I was hoping the infused pixels would have some power behind them that wasn't super far off. I think there's a pretty big issue with whatever is happening to enemy hp numbers going into level 10.
Even with every upgrade available (except the infused ones), it feels like the scaling just crushes you barely 5 waves in. Now, I'm not new to incremental games, but needing to farm previous levels less than 5 times maybe to get enough power to proceed felt like the right amount of repetition. I think I've played level 10 for 6 hours or so, now, and I'm no closer to beating it than when I unlocked it.
Ok, so for actual feedback, your nodes in the crafting area definitely need some kind of tooltip for what a given building or machine actually does before somebody builds one. I definitely had multiple times where I would build a new building or machine, realize I had no idea what it was for, and then went to clicking every other box to figure out what thing used it.
Alrighty, so I gave it another go. The new upgrades feel much better! I did find a bug, though. While all of the upgrades seem to do what they say, the shop menu doesn't dynamically update your crate total and what you're allowed to buy unless you manually click. If I just left it on auto, it just had them faded out until I clicked.
I know this is a prototype, but my main question would be to ask what the goal of the game is. Is it just a "make number go up" kind of game? If so, I would highly suggest lowering the costs of early upgrades. For a game just about making the number bigger, very few people are going to want to click/tap for that long.
I think this one might just need a little more time to figure out what it wants to do. It looks like it's set up such that you're supposed to literally make a full loop around cities in order to claim them, but your randomly floating little dudes just kinda slap into random enemies and die on every loop. Without any kind of tutorials about victory or combat mechanics, this just feels like I'm looping to lose.