I must agree with the others that it really feels so simplistic yet very enjoyable for a short play through.
The only point of criticism that I can come with is that the buying/selling/production and generally math related rates in the game are a bit confusing when the game is starting to go fast, since on the first easy levels where enemies don't attack you, you really can get by without using the shop. So as soon as you need to use it, it's a bit too late to figure out how it works properly and you are just winging it. But that is solved with couple of play through when you get into the game more. I guess a tutorial in a form of forcing the player to use the shop in the beginning of the game when enemies don't attack could be a natural solution for that.
Not saying anything needs to be changed, just what stood out and maybe a point to consider for future developments to make your games even better :) Overall, the level of originality is amazing and the gameplay when grasped better over few playthroughs (which is not an issue as the game is short) make the game very good!
Love the simple yet original idea and implementation. Great pixel art graphics. My current record is 14. The mechanics can be fully understood in less than a minute, and yet the game presents a decent challenge to the player. Love how it gets gradually more difficult as you progress. It all keeps the player from getting bored quickly and makes the game rather addictive. I believe that if ported to mobile, it could easily be a great time killer.
Cool game, I really enjoy the concept of progressively unlocking features with the same style of gameplay! I can't really think of any flaws with the game to be honest, I enjoyed it a lot. My record was stage 17
Nice game, it was fun. I got to stage 15 so far. I do like the increase in intensity as you go on. I also like that you turn off enemy attacks for the first rounds, it gave me enough time to get used to the controls and everything.
There was a little bug where the 'building' cue animation was placed above the enemy's inventory. It made it a little confusing, and I only realized what was happening later on.
A little progress bar to show how long the building will take would be helpful.
Damn good job you are so far the furthest that anyone has gotten in terms of score good job! And yea key binds seem to be a good idea for a more intense game.
I got to stage 10 (dog) on my first try. It felt pretty frantic and I really like the concept. The UI is really smart but to begin I thought the building animations were the enemy weapons because they are on the 'enemy' side of the screen.
Thanks i glad you liked it. Yea the game is a bit too hard for people, after stage 10 is where the strategy aspect starts to kick in, if i make it into a full game ill tone it down a bit. Thank you for feedback!
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Got to stage 11 on the first try.
I must agree with the others that it really feels so simplistic yet very enjoyable for a short play through.
The only point of criticism that I can come with is that the buying/selling/production and generally math related rates in the game are a bit confusing when the game is starting to go fast, since on the first easy levels where enemies don't attack you, you really can get by without using the shop. So as soon as you need to use it, it's a bit too late to figure out how it works properly and you are just winging it. But that is solved with couple of play through when you get into the game more. I guess a tutorial in a form of forcing the player to use the shop in the beginning of the game when enemies don't attack could be a natural solution for that.
Not saying anything needs to be changed, just what stood out and maybe a point to consider for future developments to make your games even better :) Overall, the level of originality is amazing and the gameplay when grasped better over few playthroughs (which is not an issue as the game is short) make the game very good!
Love the simple yet original idea and implementation. Great pixel art graphics. My current record is 14. The mechanics can be fully understood in less than a minute, and yet the game presents a decent challenge to the player. Love how it gets gradually more difficult as you progress. It all keeps the player from getting bored quickly and makes the game rather addictive. I believe that if ported to mobile, it could easily be a great time killer.
Good job!
Cool game, I really enjoy the concept of progressively unlocking features with the same style of gameplay! I can't really think of any flaws with the game to be honest, I enjoyed it a lot. My record was stage 17
Neat concept, got to stage 12.
It would be good to have some more info on what the different weapons do and maybe building something like a shield to block incoming projectiles
Nice game, it was fun. I got to stage 15 so far. I do like the increase in intensity as you go on. I also like that you turn off enemy attacks for the first rounds, it gave me enough time to get used to the controls and everything.
Also, nice job on that music, i really love it.
That was fun! I got to stage 9 :)
There was a little bug where the 'building' cue animation was placed above the enemy's inventory. It made it a little confusing, and I only realized what was happening later on.
A little progress bar to show how long the building will take would be helpful.
Cool! Nice idle clicker type game. Weird issue: in Chrome in web view, it filled on ly 25% of the screen.
i got to stage 17, really fun game loved how the enemies force you to keep the fast pace, more key binds would make the game play better.
Damn good job you are so far the furthest that anyone has gotten in terms of score good job! And yea key binds seem to be a good idea for a more intense game.
I got to stage 10 (dog) on my first try. It felt pretty frantic and I really like the concept. The UI is really smart but to begin I thought the building animations were the enemy weapons because they are on the 'enemy' side of the screen.
Thanks i glad you liked it. Yea the game is a bit too hard for people, after stage 10 is where the strategy aspect starts to kick in, if i make it into a full game ill tone it down a bit. Thank you for feedback!