Very clever! I liked that it's not too obvious at first what you're trying to do, but it fell into place for me once I realised it.
Vellidragon
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I just ascended (the required level is 50, not 400 like the tutorial says) and it made all the balls extremely expensive and weak for no clear reason. It also didn't reset the strength of my bonds and possibly made them stronger so they were able to one-shot everything. More importantly, when I tried to load my game later (after using the menu option to save it), it loaded my old save from before ascending (at level 50) except the boss target is duplicated - all my stats are back to what they were, and the prestige is gone.
Unfortunately, these bugs make it impossible to play the game the intended way, which is a shame because it's a fun idea.
Very cool concept. There should be a way to see how strong each ball currently is or it's hard to make informed decisions on how to spend the power points.
Something to consider is that not being able to go back to earlier levels makes it possible to get stuck in a vicious cycle where it's hard to progress but progressing is required to get more points. Maybe it should be possible to choose the level, or at least restart earlier.
Classic idea and cool visuals. Controls were not very responsive (gnome doesn't always walk and sometimes walks two tiles at once). I've also noticed that it doesn't matter which tile you finish on because "dying" teleports you to the next smiley tile once it's active - is that intended?
Some possible bugs: the smiley after the area with the plus shape & two swords lit up when I hadn't broken all the tiles yet, and I was able to bypass the fairy section and complete the game by somehow teleporting on top of the still sad smiley and walking downwards.
I focused on the income upgrades and once I went past the billions, my money began to fluctuate into negative numbers. The population counter also behaved oddly and started being displayed as 0.001 million, which would only be 1000, but should have been way higher at that point.
Getting to that point took only a few minutes, which sadly made the whole thing pointless as there's no more progression except for glitching out the game.
This game needs a better progression curve. The TNT pays for itself very quickly once you have it so it doesn't take long to upgrade it to the maximum level, after which everything else becomes trivial to afford. I bought everything in the store at that point and didn't have anything left to do. Maybe the cost of upgrades should scale, or there just needs to be something more expensive to buy after the TNT.
Interesting concept, I liked having to hide behind the boxes to avoid getting caught. Not too fond of the random chance involved in the guard's pathing - the player's movement is too sluggish to respond to the changes so it mainly adds a luck factor, especially on the last level.
Always having to press R to retry after losing and N to go to the next level seemed pointless since there are no other options (and N isn't used anywhere else) - maybe just confirm with Enter? I also found it odd that the guard can't be trapped on a single space, since it looks like it should be possible.
Fun game and very clever, I especially like the moving platforms and the blocks toggled by gravity. I do wish the screen wouldn't shake so much, though.
I felt like the green aura was sometimes able to reach places it wasn't intended to, and I recall finishing one of the levels without needing the key as a result, but I don't remember which one. I also couldn't see the bottom row of objects when playing on the itch page, leading to some confusion, but that may be my browser and/or screen resolution's fault (Firefox 55.0.3 in 1024x768).
Cute idea, but not very engaging gameplay right now. Gets repetitive fast and I had to actively try to lose for the game to end (very easy to defend when only a small bit of pizza remains). Holding down the button becomes painful after a while and there seems to be no reason to let it go - maybe the gun should fire automatically?
Encountered a small graphics glitch where a projectile graphic got stuck near the middle of the screen - not sure how I did that.