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I am literally clicking non stop and hitting most enemies there is no lull or time to resource farm. tutorial screen is too quick. needs some progression it is chaotic off the bat.

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I have a proper tutorial stage now and reduced the difficulty overall. Thanks for the feedback!

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I loved playing this game this morning! I love the vibe and art style and the game play is unique. I was trying to find a direct contact for you so if you have one please let me know. 


I noticed the sounds you use are free and attribution only. I'm very interested in working with you on soundtrack and sound design! If you would like to talk further please reach out to ilyandilymusic@gmail.com


Either way, I can't wait to see more out of this game!

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I see a great game with potential! With good balance it will be a great experience for everyone. Keep up the good work!

Thank you!

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Been following development of this for a while and it's got potential to be really great. 
As it stands there's quite a bit that can be refined to make huge gains in playability and levels of fun.
The UI needs a pretty big rework, the health and XP across the top with backwards bars isn't intuitive or very useful, a face of the character/turtle with changing face states and the bars around each side of the portrait would work well and be way nicer to look at.

A tutorial run should be the first run anyone plays. The super quick on screen tutorial that is there now is hard to follow and it leads you to feeling very lost in your first run. A separate tutorial that runs you through your first few levels while showing you how to aim/target/gather etc at set points would make a world of difference.
The aiming is also hard to judge, it could possibly have an ghosted intended path to show the way? Or at least a power up that improves this.


Anyway just some ideas/thoughts. The game is really fun and I'd love to see you have a great launch for the full game!

Thanks for giving it a shot!

I wasn't sure if a separate tutorial was needed but i think i will probably add one.

Regarding the aiming maybe it was the spread of projectiles that made it hard to judge? (there is more spread when you shoot with less power). Also, did you click on the question mark on the new run screen (was it visible/important looking enough to click on it and if yes did you find it useful or overwhelming with text info)?

There is already a power up that shows the projectile's path and i am going to add another one that reduces the spread :)

I appreciate your suggestions!

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Pretty interesting pop out browser embed thing, shame about the lag spikes.  I'm already enchanted with the art so I'll download it and try it out for real

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Okay, super charming art - some feedback about the game's balance

Game is wayyy too hard starting out.  The tutorial shouldn't auto disappear in 2 seconds.  There's just too many enemy types, pick ups, and interaction events, too soon. I died about 6 times before reaching the first tower, and I don't feel like I have adequate time to take in all the new concepts.  On the bright side, you have a lot of content to stretch out, it just really needs to be introduced one at a time rather than all at once.

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Here's my gameplay from my 10th run or so.  I recommend finding first timers to watch playing your game and iterating so it can be less overwhelming

Ah damn, my screen recorder shareX can't capture the game, it's just freezing on the start screen

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Ah that would be interesting to see! Do you think it's ShareX issue (does it happen with other games too) or my game's?

I will check it out.

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I think I've seen it on one other game a long time ago, but it's working on the other fullscreen game i had handy in my downloads folder (unity based)

ill give obs a try tomorrow

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Thanks for trying the Demo!

I was a bit aware of the difficulty for new players but it seems i have to tune it down some more. I am probably going to add a small stage tutorial too, to make things easier.

I appreciate the feedback!