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A topic by Anokolisa created 35 days ago Views: 58 Replies: 4
Viewing posts 1 to 3
Developer

Leave your feedback here, any opinion is very welcome

Hi, the game concept itself it intriguing and with the right gameplay tweaks I think it has very good chances to be a hit. I played maybe like 30 minutes, here’s my feedback:

  1. I feel like early in the game, the balls are absolutely useless as their impact is VEEEEEERY reduced. Maybe like 20 damage every now and then, but overall, it doesn’t make sense to invest in balls early on instead of the click power. The size increases are pretty underwhelming too. I am thinking that making the balls more meaningful early on would actually have the player make some proper choices, but as it is right now, the only choice seems to be to just spend all the money on click power increases.

  2. There is no constraint on how long I can drag the round, except the carpal syndrome in my hand from all the clicking. I think there needs to be real consequences for the player to drag it, maybe in the form of time limiting (and getting some bonus time when you finish the round) or have the enemies do something (damage you every once in a while).

I think these two things are the biggest flaws, and it is usually a good rule of thumb to always put the player in the position to have like 2-3 choices and neither one of them to be the right one (to have advantages and disadvantages).

Good luck with it! I’ll keep an eye on it.

I got hooked to this game very quickly. 

And my strategy to crash my computer with it was to simply insist on the clicking and upgrading the click power and size  until the green orb (which is incorrectly labeled as steel as well) becomes available, then I start buying it, clicking until an upgrade for the green orb or a new orb is affordable, and click on whatr is cheaper, until I get all speed upgrades for the green orb available, and then keep alternating on increasing the power or buying  a new one, until around 24 green orbs, then I start focusing only on power. 

There will be a moment that a level will take long to clear, at this point my green orbs will be around 35 level. Then I start buying wood orbs, many at once as I will be earning on the M scale, and upgrade their speed fast. There will be so many objects at once on the screen that the game crashes. 

Developer

Wow, I'm glad you came up with a strategy, do you have any general feedback on the game? Furthermore, I'm working on making the poison ball lighter in relation to fps, it is currently very improvised

Well, i got hooked pretty quickly, it is a fun game. Of course I would expect it to have animations other the spider move around, but I also understand that this is not the moment for this. I would focus a bit on optimization as the screen can get full of objects very, very quickly. That's why I wrote about my strategy to make the game break, because it is falling under the weight of the objects. 

Clicking become secondary very quickly, I believe it is by design, and that is good, then the game shifts from a clicker to an idle. But maybe the click could have some more functions in the future, like sacrificing a ball for a very powerful, temporary effect like attracting the balls to a point, or a huge powerful blast, depending on the ball sacrificed. 

About the mechanics of building your town to acquire permanent upgrades, I understand that it is on an early phase and the placement of the tiles have not an effect, and for now it seems unnecessary to place them somewhere instead of simply adding levels as you do with the balls. 
Wouldn't it be nice if they had some kind of synergy between them according to positioning so then you would actually design and lay them in a strategic way? Or maybe the town could be under attack and would be damaged by enemies during the game. 

Those are all loose ideas. Overall I really liked your concept, and liked the game, and would love to see more of it.