This spreadsheet is still missing some files needed to get the final ending/easter egg :)
Gamsy
Recent community posts
This game has a TON of potential. It's already really good. One thing that make it too artificially difficult in my opinion, is that it's way too easy to lose track of where your own character is. She's so small and doesn't stand out a ton. Especially in a level like Nexa's, where the camera is going wild and stuff is flying around, I literally had no clue where my character was in relation to anything.
In fact, I am only just now understanding that the BOX is not a box at all, but is in fact just a callout! I had previously assumed (as I think others did) that the box WAS the "flow". So when you get to the next screen I am looking at the boxes like they are the flows. I think the real problem is just changing the callout! Or making the "flow" be more obvious. I didn't even notice that there was a difference in how the little node looked. I was only looking at the box.
Looks and sounds fantastic. To provide some constructive criticism, I think the problem others (and myself) are having might have to do with 2 things:
- The mouse remains active even if you are trying to use keyboard. So, if I press "D" to go right, but my mouse is somewhere else on the screen, if I hit certain boxes the node will still go a different direction.
- The function of the Flow box (the very first one introduced to you in the tutorial) is not clear. I honestly think it's just the wording that's unclear. It says, "Pushes you in the indicated direction". What direction is being indicated? Does the box indicate the direction? Do I indicate the direction? Is it the mouse that is indicating the direction? If I use keyboard, my mouse seems to put a second yellow circle all over the place (as mentioned above). Having the behavior of that Flow box be unclear as to what's happening or how it works is what makes the rest of it difficult to understand. Why is it that when I press "D" only once to enter the box, it moves me to the right 2 spaces/nodes and then backwards back into the box again, entering a repeating loop until I enter another input? The unpredictability is what makes it hard to play.
This is a terrible way to promote your own game. You're abusing the comments of someone else's game to post about your own. Instead of even leaving anything meaningful you just post a huge image featuring your game's title. Guaranteed way to make sure people never go check out your game. I bet you didn't even play this one and are just spamming your image on everyone else's comment boards.
Great concept, but having "this tooltip left intentionally blank" appear on everything is a huge turnoff. It feels unfinished. Half the text is gibberish too. Reading what a perk does is the most unhelpful thing of all time. "Flip all non-enemies" what does that mean? You never even told me what an enemy is. How does it trigger? When does it trigger? I bought it and nothing seemed different in my next round? Nothing "flipped". You need to work on your english and UI. Having a perk written out like "flip* >flip>flip * group" means NOTHING if you don't explain wtf "*" represents, or what a "group" is. You gotta playtest man.
Really cool game with clearly a lot of effort put in. Needs a lot of balancing though. For example, even some simple math on something like any of the elemental runes tells you they are not worth it. They cost 15 coins and only give 1 coin every time you break 5 bubbles of that element. That means to have a positive ROI on that purchase you need to destroy more than 15 sets of 5 of that element. That takes essentially the entire game for that purchase to be finally generating you positive income, and even then, you likely only have a floor or two left, which means you get what, 3 extra coins to spend by the end of the game that required you to be at a 15 coin deficit the entire run? Not worth it.
There's similar issues with almost all the balancing in the game. You generally just don't generate enough coins period.
Very clever and fun game! Just a couple things that would dramatically improve the QOL would be make the hover tooltip collision a lot bigger. You have to mouse over the VERY center of a shop item to get the pop up right now and it's a little finnicky. Another thing is I think just get rid of the tombstones. You instinctively want to hover and click on the units since that's what you clicked to buy them but you have to hover and click on the tombstones once they're on the field. The tombstones just don't feel quite as intuitive and I don't think they really add anything. One last thing I'd recommend is making the cost of things apparent on the units/spells in the shop so you don't have to hover and glance up to your coins to see how much it costs. It's much easier to make decisions if you can see all the necessary info in one place.
I played in the browser on Edge on Windows 10. I had previously absolved the cat a couple times and was just hopping back into the game to see the new updates and decided to absolve the cat again and when it got to the end game screen which I couldn't exit out of, I just refreshed the browser page and when the game loaded back up it acted like I'd never played before with no save file available.
Just fyi, I have prestiged multiple times but never got any "lore" at the end of any of them. I would see a grainy screen flash with a "?" box but it would only last like 2 or 3 frames then disappear and return me to the Forest screen successfully having restarted. But no lore or anything appeared. Also, the Heart tab still shows as ??? every time I prestige.
As someone who takes polaroids often, I have to be nitpicky and point out that shaking polaroids does NOT DEVELOP THEM FASTER. Everyone does this and it fills me with righteous indignation!!! It actually slows down the development!!!! They are not like an ink printer that needs to dry. They need to DEVELOP. The best way to speed it up is placing it somewhere warm like your armpit. Not shaking it. AHHHHHH!!!!