Pushing things is fun, so I'd love to see items that play around with physics and positioning more, but right now they all seem like passive damage dealers.
a pet peeve of mine with this genre of games is that you have to manually collect money. i know that magnet upgrades mitigate this, but i always found it an annoyance personally. i was very underwhelmed when i noticed that the chains on the ground don't slow enemies at all, only damage. the default scissors have some issues, it's very easy to push enemies towards the objective if you are not careful, if you get surrounded it behaves erratically (sometimes it pushes the player in the opposite direction compared to where you are moving towards), and as soon as bulky enemies that cannot be pushed back appear it becomes borderline useless. i liked the music
Generic enemies' money drops are auto-collected. You only have to manually collect rare drops like healing fruit, specifically to incentivize moving around the map. None of the weapons interfere with enemy movement, as that makes using the blade harder. The blade is not erratic, it's in fact extremely consistent. It always pushes enemies in the same direction is it facing. The player gets knocked-back always in the opposite direction. The blade does not rotate instantly -- it takes time and is not tied 1:1 to movement direction. You *think* you want it to rotate instantly, but you don't (I tried it). That would make the game unplayable without an analog stick.
+For keyboard controls only +For green money waves, they break the monotony ++For not having to pickup shop when it drops, I would just let it sit until I collect more money -For making shop gravitate to me after picking up item that makes stuff gravitate (Running away from it was not fun and felt like I was bound to lose that race before I collect enough money for items +For music (but I think it can desynchronize badly if I spend too much time in pause screen on picking item +Pogo with enemy between wall and character is nice -Items really badly need graphics (even from msPaint, pic attached happend to me and I did not know what I'm upgrading) -I'm autistic about numbers but knowing how much +damage is (+1/s or 10/s) or discount is -15% or -50% would be helpful for me -Drops slowly fade away. If I missed it initially I def will miss it when there is 70% transparency. Make drops catch my attention blinking after some time (like 30s) and than increase blinking frequency until they despawn. -Char 1 and 2 are really similar /Spin for boons. I assumed it doesn't do anything yet, allowing me to stop it is nice but if it stopped by itself after some time that would be nice too. Gamba to get the big ones did trigger right emotions in me. /For first half of my playtime I assumed number on top of a clock is time remaining till next wave, than I realized it doesn't go down with time. I can't tell if it should stay the way it is or not. /Would suggest adding some variance in speed of enemies /Sometimes evolutions for items were clear on what changed while others not so much
I played 3 times (1 time each char) and won only on the first one. There is no punishment for damage to your base early because it will re-heal. Not saying that's good or bad, my expectation coming in was that I will get punished over time for my mistakes, where it's rather about wave of enemies bursting you. Both have upsides and downsides. Smite - Problematic kind of item. If I have to use it it means I'm in bad situation but long term it will only get worse because I missed out on some DPS by buying one time burst. On the other hand you can make 1 or 2 waves that have Smite mandatory to use to survive just because it's so overpowered (Assuming it would drop on those waves). I get that when you run out of items in pool you have to put something there but I'm not convinced. I tired starter items and 9 more - balance was off but I had hard time telling if item is early game or late game due to no knowing DPS and such.
Interesting twist on the survivors-like. I'd like to see more emphasis on the pushing mechanics, like having pushed enemies damage other enemies/transfer force to them as well, since there's otherwise no way to use this mechanic against the larger enemies that can't be pushed.
Played until level 30, didn't seem like there was ever a risk of dying.
Comments
Pushing things is fun, so I'd love to see items that play around with physics and positioning more, but right now they all seem like passive damage dealers.
a pet peeve of mine with this genre of games is that you have to manually collect money. i know that magnet upgrades mitigate this, but i always found it an annoyance personally.
i was very underwhelmed when i noticed that the chains on the ground don't slow enemies at all, only damage.
the default scissors have some issues, it's very easy to push enemies towards the objective if you are not careful, if you get surrounded it behaves erratically (sometimes it pushes the player in the opposite direction compared to where you are moving towards), and as soon as bulky enemies that cannot be pushed back appear it becomes borderline useless.
i liked the music
Generic enemies' money drops are auto-collected. You only have to manually collect rare drops like healing fruit, specifically to incentivize moving around the map. None of the weapons interfere with enemy movement, as that makes using the blade harder. The blade is not erratic, it's in fact extremely consistent. It always pushes enemies in the same direction is it facing. The player gets knocked-back always in the opposite direction. The blade does not rotate instantly -- it takes time and is not tied 1:1 to movement direction. You *think* you want it to rotate instantly, but you don't (I tried it). That would make the game unplayable without an analog stick.
Tested on Linux (Debian)
+For keyboard controls only
+For green money waves, they break the monotony
++For not having to pickup shop when it drops, I would just let it sit until I collect more money
-For making shop gravitate to me after picking up item that makes stuff gravitate (Running away from it was not fun and felt like I was bound to lose that race before I collect enough money for items
+For music (but I think it can desynchronize badly if I spend too much time in pause screen on picking item
+Pogo with enemy between wall and character is nice
-Items really badly need graphics (even from msPaint, pic attached happend to me and I did not know what I'm upgrading)
-I'm autistic about numbers but knowing how much +damage is (+1/s or 10/s) or discount is -15% or -50% would be helpful for me
-Drops slowly fade away. If I missed it initially I def will miss it when there is 70% transparency. Make drops catch my attention blinking after some time (like 30s) and than increase blinking frequency until they despawn.
-Char 1 and 2 are really similar
/Spin for boons. I assumed it doesn't do anything yet, allowing me to stop it is nice but if it stopped by itself after some time that would be nice too. Gamba to get the big ones did trigger right emotions in me.
/For first half of my playtime I assumed number on top of a clock is time remaining till next wave, than I realized it doesn't go down with time. I can't tell if it should stay the way it is or not.
/Would suggest adding some variance in speed of enemies
/Sometimes evolutions for items were clear on what changed while others not so much
I played 3 times (1 time each char) and won only on the first one.
There is no punishment for damage to your base early because it will re-heal. Not saying that's good or bad, my expectation coming in was that I will get punished over time for my mistakes, where it's rather about wave of enemies bursting you. Both have upsides and downsides.
Smite - Problematic kind of item. If I have to use it it means I'm in bad situation but long term it will only get worse because I missed out on some DPS by buying one time burst. On the other hand you can make 1 or 2 waves that have Smite mandatory to use to survive just because it's so overpowered (Assuming it would drop on those waves). I get that when you run out of items in pool you have to put something there but I'm not convinced.
I tired starter items and 9 more - balance was off but I had hard time telling if item is early game or late game due to no knowing DPS and such.
Interesting twist on the survivors-like. I'd like to see more emphasis on the pushing mechanics, like having pushed enemies damage other enemies/transfer force to them as well, since there's otherwise no way to use this mechanic against the larger enemies that can't be pushed.
Played until level 30, didn't seem like there was ever a risk of dying.
I previously had the thought of adding knockback piercing damage. Guess I'll have to add it, even though it's a bitch to program.
Awesome music!
I wish it had better victory effects. Like death in Vampire survivors - not just "you won" in a middle of the enemy wave.