It's confusing that you need to read everything in the menu while something is happening. I'd prefer the game to be turn-based, that gives the player a sense of actually playing and having some control. This way, it's pretty boring
It's confusing that you need to read everything in the menu while something is happening. I'd prefer the game to be turn-based, that gives the player a sense of actually playing and having some control. This way, it's pretty boring
The pause button allows players to pause walking in the overworld - use this function to read descriptions - the game is mostly about the story & has small puzzles otherwise
The game is already turn-based, but is time sensitive (like Final Fantasy ATB system) - the battles are made to be monotonous & the battle description is only meant to be read once or referred back to if the player forgets something - the player may also press the "?" for more info
Okay, that's not bad. But it either needs lesser number of clicks for the real game to start or some kind of encouragement for the player, like some text (is that all you got, try doing it harder or something) to make sure player does not abandon this after 10-30 clicks
yea i realized a bit too late that people didnt like how many clicks it took for the game to start, now my game is like all the way at the bottom of the flash forward 2024 list :[
at least i had a LOT of fun making this tho and learned flash in general now which is what i moreso care about :]
Okay, that works. The difficulty is high, all the fishes are fast and growth rate is really slow... Not bad overall I guess
Thanks for the feedback. There is sadly no growth! I did have growth in a previous prototype, but I wasn't sure what to do when the player got huge (as big as the screen) and just ate all the fish without effort. I'll probably have to go play Flow or Katamari for inspiration...
Emmm... Aren't the dragons supposed to shoot? I place them and they do nothing
Oh no! Sounds like a bug maybe,they have a very short range so maybe you placed them to far from path? And I was fast forward mode on when they were not shooting?
Lovely one, enjoyed this small story
Thank you for checking out our game and for your kind words!
It's a good one for a basics-learning game project. My complaints are:
1. The in-game controls description are only for controller.
2. The game loses mouse focus easily and does not pause for that, this makes you lose a hit sometimes.
3. Scrolling issue that was already mentioned
I guess those are technical things, but they make the gameplay a bit uncomfortable. Hope you'll fix them in episode 2 and yes, I'd like to see it
Thank you so much for your feedback!
I have updated the game to add keyboard controls to the tutorial, I have added support for arrow keys + ZXC, so the mouse thing is less of an issue, and fixed the annoying scroll thing.
I hope this makes the game more enjoyable for you :)
Thanks again for the feedback, very much appreciated!
Interesting concept. I was confused that you don't know how much money you will need at the end. Was this intentional?
Story wise, it is intentional to make the amount vague.
Not bad overall but...
Why no autofire? Is it that hard to implement? Especially with quite a low firerate, constant clicking is boring...
There is autofire on the assault rifle, since it is auto. The other guns are not. Thanks for the feedback though, ill try to make my next game have autofire for most/all guns
Pretty chill. Destroying the amphibian planet thing kind of disappointed me though, leaves a bad aftertaste. If you ever think of expanding or reworking this game, would be real cool if that part is changed.
There's a couple secret endings where that doesn't happen - up to debate which is the "good" one
Nice idea. My complaint is that font sometimes makes you confuse letters. Or is this intentional?
True, and it's not intentional, I'll fix it! Thank you for the feedback!
That guy that always asks for songs lyrics to be added in descriptions
Age 35, Male
Forensic medicine
Russia
Joined on 1/12/17