If you update it I'll gladly try it again.
Unclear Polygon
Creator of
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(I'm writing the same comment in Reddit)
OK so I tried your game. I got up to level 14 of the first world and have some feedback. In no particular order:
1º) The idea of the game is OK. There are many games like this which makes it a bit bland/basic but that by itself is not too big of an issue for me. Be aware though that a lot of people will criticize you for that though.
2º) The options menu is "Lying". The sway option does not remove the effect in it's entirety as crashes still cause the screem to sway. Combine this with the fact that it the effect itself lingers a bit and it's get annoying to see considering I have an option to turn it off that doesn't do that.
3º) The level selection menu could use some work. I see it as excessively bland, having some trains moving in the background like you do in the title screen would do wonders to it.
4º) The game is essentially Trial and Error. There currently is no way of knowing at what point and from where the different trains will arrive. Their speed is also unknown. If you could stop the trains to this wouldn't be such a big issue, but given that you do not allow it it can be incredibly frustrating. Up to my level 3 trains can appear. If this ever gets to something like 10 or so and I have 9 of them figured out only to die to a train spawn that I couldn't have foreseen, that would really annoy me.
Part of the issue is the lack of any kind of preparation that I can do to mitigate this. When you start a level you are giving me like 3 seconds to prepare for the first train to arrive. I would propose that you give me either some more seconds to look at the stage before trains arrive or, even better, show me information about from where, at which speed and when how trains will arrive and do not start the level until I press space or enter or something like that. I can understand you not wanting to change the game to enable trains to stop or even to stop time to enable me to do the train track changes that I want while no time pases because you want the frantic gameplay. But starting while I still look at the tracks feels cheap to me.
5º) Tracks are hard to read. And the worst part is that it's only some of them. You have tracks which show the different configuration in a slightly transparent color. This becomes incredibly hard to read at a glance because unless I'm focusing on a specific tile I can't easily read how the tracks are layed out. You should only show the tracks that are active, not all posible configurations for a given tile.
6º) Trains can crash outside of the map. This is completely unnacceptable IMO. Once a train leaves the map, it is no longer my responsibility. In a similar vain, the confetti thrown when a train reaches the destination should be changed to when the last segment of the train has crossed the line to mark it as out of play, and keep it actually out of play, do not cause a lose state because a quicker train has crashed into a slower one off screen.
You need to work a bit on the game. It is playable, it works, but right now it's not the most enjoyable experience. With some simple tweaks though you could have something interesting. I have one significant change that you should consider changing: Allow me to stop time to make track changes. Have a button that, when pressed, I can go and change all the tracks and then restart the trains. The trains would keep their interlocking speed interactions because it's not one stopped and the rest moving but rather ALL stopped or moving, but I can prepare a bit the tracks. And you have a scoring system, so you could just make it that using that buttons automatically scores 2 stars max or something like that. If a player wants max score, they can't use it. If a player wants to use it to see how to "solve" one of the mazes, let them. This is just a suggestion though and in no way the only solution that you may find to the issues that I outlined.
I'm looking forward to future updates to the game!
(I posted the same comment in Reddit)
OK this is genuinely a great concept for a game and a great first execution. The basic gameplay loop works really well, the robots control well, the music fits the game, the visuals are clear. Just for the sake of giving feedback I'm going to say some things that I personally would change.
1º) Add a toggle to the gun on whether I want to mine or heal. It's a bit annoying to heal robots when I want to mine. This happens because of the snap to a damaged robot. It's ok to have this for fights, but when I'm not fighting please let me toggle whether I want to heal or mine.
2º) Have indicator when certain abilities are available.
3º) It's ok to have a limited play-space, but I would add some decorations to the edges so that it isn't as abrupt.
Other than that, the only feedback that I will give for now is that I want more stuff. More enemies, more robots, more buildings, more materials, more everything.
I want to highlight a small bug that I found though: When you press E near a chest that has already been opened or the obelisk after activating the guardian you seem to get stuck on an invisible menu. The character stops responding to my inputs. My guess is that the game tries to open a menu, doesn't have anything to show, but it still changes to "Menu Mode". Hope it helps you determine the cause of this.
Other than that, the game was smooth sailing. Really looking forward to your updates on this one.
Going to let you know of another bug that I found.
Do you know those missions where you have to surround an object completely? They don't seem to work correctly when you put in 2 of that object and the first one put in isn't covered completely.
For example, imagine you have to surround a compas. You put first one in an edge to fill a space. Since it is on the edge, it can't fulfill the condition. If I now put in another compas in the center and surround it, the condition will not be met, even though I have a compas that is completely surrounded. If at this point I take out the compas on the edge the condition will appear as met and I can even put in the edge compas again and it will still appear as completed. It seems to check always for the first object input of that type.
Just tried it out. I have a slight issue with the new asteroids, part of them are drawn outside the playfield when they are generated. Outside of the playfield you shouldn't draw any asteroids.
(Don't know how you're handling it, but if I where you I would just draw some squares outside of the playfield to cover up any possible drawn lines)
Tried the new version. A few things to note:
1º) In the Lunar Shield game it feels somewhat cheap that the asteroids appear in the middle of the field. The difficulty of it is fine, but it feels like the asteroids should spawn outside of the field and approach at different speed to get the same effect as the current implementation.
2º) I think there is a very small bug where the math questions do not hide the answer behind the explanation. In the Count game, question marks appear while the explanation is up. This does not happen for the math question game.
The more I play it, the more I hate the Flap one. I think my main problem is that it starts somewhat unexpectedly and the birds just goes down like a stone. I would change it so that the bird flies at that constant height until you press a button and then it has that falling behaviour. Another idea is to change this whole game so that it stays always at a constant height and you can change that height with the up/down arrows. I get that it would get too similar to the car one and maybe it's just me and I need to Git Gud, but maybe something to have in mind in case more people complain.
I like the effect when "getting hit", hate the static one. IMO, leave them as they are, I can always go in the options menu to change them (Maybe have a small message upon loading indicating that it is an option?)
Played the new update again. Not much to add, game is going into the right direction. I still think the game is on the easier side of things, but at least now on medium you have to stop and think a bit about your approach.
I wonder if certain perks are a bit overtuned. The one where you get 2 additional items seems completely broken, but maybe that's just me.
If I can add for a few changes now:
1º) Let me use the mouse wheel to rotate items (I don't know why my brains defaults to do what)
2º) Add a Take All button to the chest
Talking about the Chest BTW, I don't know if it is intentional or not that you can store items there and carry them from one phase to the other. Maybe the chest should always eat what's stored inside to prevent that? Just feels strange but it's nothing major that needs change IMO.
There is a small visual bug in the Compendium where if you are in either Items/Perks and rapidly click on the button of that category the items seem to blink/flash rapidly. Should probably be changed as it can cause some problems to photosensitive people maybe.
(Just in case it isn't clear, you have to be in the Items category in the compendium and rapidly click on the items button. You will see how the items seem to jump to another position and stay there for just a split second. The same happens in Perks).
Honestly the changes are all welcome and good additions. Waypoints in particular just feel really good to use and the diagonal bridges was also something that I didn't know I really wanted.
I struggle with the "pave everything" connundrum. On one hand, you probably want to avoid the game beeing this easily cheesed. On the other hand, it's a single player game, so who cares? I don't want the experience of legitimate player to get worse because people like me find ways of cheesing the game. So yeah, up to you if you want to play around with the number of rows the player gets to make it harder for people like me.
Neat concept. Visually the game looks really nice with the contrasting colorscheme and I like the challenge of having to pay attention to both sides. Some small changes I would do:
Add some OST. Doesn't need to be anything fancy, just something to set the tone.
Allow me to input questions for bonus points instead of waiting for the timer to run out. For example the maths one, let me press space if it's on the left and enter if it's on the right to answer the question quicker in exchange for some points. If I'm having trouble with the other side at that point, I would simply let the timer run out but if I'm managing the other one, just let me get to the next one. (Sidenote: You could also use them for actions in games like the Lunar Shield or Space Invader)
Give me a toggle that indicates wether the games jump directly into it without showing me the explanation. It's just wasted time doing nothing, I'm not going to read it after the first time playing the game.
Other than that, I find the Flap and Paddle to be the ones that cause me the most trouble. Paddle is fine how it is, but MAYBE Flap should be more leniant, MAYBE. That depends on how hard you want to make the game, right now it is fine but if I HAD to change one, Flap would be it.
Keep adding games to have even more combinations and you could have a neat minigames game ala Wario Ware.
In terms of other games: Some sorting game where you have to match the symbol to some other 4 symbols that keep changing? One where you have to simply press what is beeing shown (IE Input this 20 button sequence). One where you have to aim a a reticule at something? A Button masher? They don't need to be all super interesting, I think in this case variety matters more than quality TBH.
OK so honestly, I really really like the basic idea of the game. Correct if I'm wrong, but on a fundamental level you wanto to create turrets to destroy the bugs but each turret you build has a certain "cost" associated to it in form of space taken. Build too much when you don't need it and you'll be in trouble later on.
If you've build something you don't like you can de-activate it in order to save it up for later. So you have the constant push & pull of having just enough to survive without constructing too much which can hinder you later.
The idea is very very good. You can do some very interesting things with this. And as a first version the game delivers. However you don't convey ANY information to the player.
Granted, I have only played 4 rounds of your game, but I still don't quite know what those two blocks on the top and the bottom of the trucks are. What do the different power-ups do? How can I obtain certain achievements? (Granted that last one doesn't really matter).
One change I'd like to see is that instead of having to hold down the mouse to build a certain cell, just let me select which tower I want to build up to and have it take time to build. I know that this would technically make a gameplay change because you can then build multiple things at the same time, but just make it that I can't build anything while another turret is beeing build. You can also either make it so that the player can/can't cancel/stop a build to increase challenge.
One thing I don't like at all is how certain bugs appear massive in size and only take a few bullets to kill. If a bug takes up 3 lines, it should take the combined efforts of 3 turrets to remove, not just a level 1 turret in one lane.
The OST is also a bit too much honestly, particularly for the initial levels. Something softer at the beginning would fair better.
You have a good idea here, but you need to explain your game better to the player. With a small tutorial on the mechanics and clearer indication on what is happening, you could have a cool game in the makings.
Towerdefense that reminds me of Age of War.
Game is a bit bloated with features. You have unit selection, castle improvements, hero weapons, in game unit improvements which are randomized, multiple ages, etc.
I don't want them removed, but maybe staggering them bit by bit would be a good idea. The UI maybe could also use some improvement, it doesn't quite fit the theme of the game.
Please change the OST, it is way to short for this kind of game.
Overall the game has potential though. Looking forward to some updates.
Extremely rough first draft of a game. Jump just looks awful, animations are very strange (What are the charged attacks supposed to look like?) and enemies just kind of speed up and slow down without any real reason.
I can see that my arms reach the spiders that come from the top but I need to jump to hit them? Bosses have no invulnerability timer and just fall down if you spam the attack button. Enemies have bars indicating when they are going to attack. These should be removed and the animation of the enemy should indicate when the player should dodge.
This needs a lot of work still.
Fun little game. I particularly like the meteor crashing down. Caught me by surprise but got a smile out of me everytime. Should've made more jokes like that.
Outside of that, the idea of the game is fantastic. Different Element Types need to be moved around to accomplish certain rules. I don't particularly like the fact that you can't just move them around in any way as it slows down the game without actually adding anything to it.
I may be mistaken, but there is no single puzzle where you couldn't solve it starting from any configuration. In particular daily puzzles seem to start with a winning position and then move the pieces around randomly, leading to a lot of frustrating piece moving without actually solving the puzzle itself.
I also would've prefered if the dinosaurs themselves where a bit more varied in design. It's easy to confuse them with the same brown color and maybe more muted reds/blues would've aliviated that.
Overall though really cool puzzle game. Enjoyed it a lot!
Tried the game. It's OK at best currently. You level up way too frequently interupting the flow of the combat, the enemies do not have enough variety currently and the OST is really repetitive. Worst of all, the game is way way way too easy. At no point do you feel overwhelmed by the enemy.
I am looking forward to your updates though.
Tried again. Better but still don't like the feel of it. First off, the screen moving is way too jankie. It stays put until the ball is almost at the edge and then moves so fast it's distracting. Leaning the table a bit back to see more of the screen would work better.
The themes are OK, but the table are a bit too similar between them.
It's also not clear on each table what is part of the background and what is an interactable element.
For me this is one of those games that sets a new standard in how everyone should design their games. A good initial idea, iterated upon through changes in each area which increase the complexity bit by bit. It's about as close to perfect as this type of game can be. My sincerest congratulations on this one.
I tried it again and I think I know what's happening. Something seems to be eating my double jump. Sometimes I have acces to it, and then other times it feels like I can't actually do the Double Jump. That's what messing everything up.
Yeah I found the CRT setting. I wouldn't have called it screen but rather effect but whatever, it works.
For now I always played on arcade with only one hit but it still feels to easy. I think part of the problem is that enemies just kind of wait for you to get closer instead of beeing pro-active in their attacks.
I just tried the game. Came up to the third level but I still trouble getting on top of the first vehicle. Something seems to still be off at that point.
As for the rest, I think the animations need a lot of work. They look really strange, given how fast the running animation is I would've thought that he needs to go way faster, but he is really slowly slipping on the floor. It looks really off.
I also think you should give in the options menu some option to turn of the CRT screen effect. I always hated how they looked and they usually give you and option to turn it off.
I get WHY you want them to ask for something that is already in your inventory. It's supposed to prevent players from getting to a situation where they can't do whatever they are asked off. I do think however that in easy difficulty this is totally fine, but on harder difficulties they should be able to ask for things that the player does not have forcing them to take the possibility in consideration in previous levels.
What I do agree though is that they shouldn't ask for a specific item or maybe don't ask for 5 items of the same family if the player does not have them. Or maybe just have it as a toggle for players to decide if they want to have to take that risk or not.
And as for the difficulty beeing unlocked I appreciate it.
Played your new Update. Gem system is a fine addition as is the idea of different paths, but I wish you could specialize and prepare for these paths a bit better.
For example, have one path be all mages and so you know that you should have a lot of magic/potion items or something like that.
Can I also ask for one subtle change at least while it is in development? Have all difficulty options available from the start. I'm playing on the web version and having to beat one run to enable more difficulties seems a bit silly to me. I say this primarely because the easy difficulty is really really easy.
This may be just because I'm bad, but I think the game is straight up a luck based game on certain maps. If you happen to start on the wrong way, even with the guidance of the compas, you will just die.
Which leads me to think that it's because you can't go back to your starting point/camp to regain action points. There needs to be a way of gaining back points if you made a mistake outside of your control. That would be one way of solving it.
Next I think sometimes it's a bit unclear if a slope is going up or down. I know how to read a contour map and still sometimes I didn't quite understand if I would end up higher or lower due to me not beeing able to see the whole map. Maybe simply highlighting it with an arrow next to the steep cost would be helpful.
BTW It's weird that you highlight the game as beein turn-based when there are no enemies or any kind of events. I would just highlight it as beeing tile-based, not turn-based.
The game itself has potential though. You can add some things like snowstorms that you have to wait out, avalanches that move you around, key items that you need before you get to the temple, maps of the area, etc.
There is another fairly simple strategy that also gives a high point total
Factories/Stadiums/etc. need a 2x2 or 2x3 open space to spawn. If you put down roads in a strategic maner you can cut control where they DON'T spawn, thus leaving valuable space inside which can later be filled with streets once you have a lot of them. It can get to point where a really reduced number of destinations spawn if you cover the whole map.
I managed to get to 7500+ points on my first try with this strategy
There seems to be a winning strategy that is way too easy to perform. If you simply surround ALL the buildings with streets, they never end up combining and creating the harder to manage multi-store apartments/factories.
You have way too many streets available and this is too easy to perform. I would either change it so buildings can grow no matter what (IE they don't need a partner building to combine to grow) or make it so that always selecting the street gives diminishing returns.
In one example I ended up with 6164 points. I didn't use a single bus, tram or subway. I simply created streets around every building and the game basically played itself. I doubt this is intentional.
EDIT: Another thing you could do is just start spawning the bigger buildings directly. Do not spawn them by merging two of them exclusively. Try to first make them like this and, if no combination is available, spawn a big one directly to punish the player for doing this.
You would need to maybe adjust the spawn algorithm to make sure that in the spawn before the merger you try to create a nearby, otherwise bad spawns would punish players without any reason.
Finished the first run. Managed to 100% all clients. I know I played on the easiest difficulty, but it almost feels TOO easy to be honest.
First impressions are good. The gameplay loop works but for now it feels like it would struggle to hold my attention more than 2 hours. I feel like the conditions that the clients ask for make them a bit repetitive. I would try to vary those conditions more.
Alternatively, the items could have special attributes beyond their type and shape. Would make everything a bit too complicated maybe, but worth looking into I think.
TBH I haven't played any of the famous "Packing" games so I don't know how much you lifted from those types of games and how much is trully your design, but for someone coming from the outside, the game feels nice.
The animation to show the perks activating on the different objects looks really bad though. You seem to apply a bit of transparancy, but because there is overlap between the different segments there are these squares inside the lines that have a lower transparancy which just look awful.
Some more variety in the OST would be nice.
Just wanted to point out a very small bug that I seemed to find. I you have a street connection in an L and have the edge street marked as public transit only, sometimes the cars still use it in a sort of diagonal way, even though visually it looks like they are using it. I suppose the issue comes from the diagonal not actually checking for it. If it's intentional, simply ignore it.
Just going to add this to make it more visual
M S
S
The M square is a street marked public only, the S are streets that are available to cars. Even tough there is no direct connection between the two S, sometimes cars still used them as if they were connected diagonally.
(I'm not sure if I'm giving you enough information to hunt this bug down)
Other than that, nice game. Some OST would be nice and maybe some other types of streets? An ability to move the buildings (whithin a certain range) could also be useful if you have a very unlucky spawn.
Cozy little game. But OMG please change the music ASAP, after two loops it was really repetitive and I had to turn it off.
I also don't get why the money gained is in X/Min, making this effectively an idler. I think that it should be changed so that instead of giving X/Min, you should give X/Tide. I want to play your game, make me play your game instead of incentivizing just staring at your screen for the number to go up.
The font is a bit jarring when opening up the big menu, doesn't look to good that big and pixelated, but that's something really minor.
Maybe try to give the game some more control over how you distribute the museum? I know it's not the main game loop and I would agree that the digging part is the one that needs the most attention, but maybe the museum part could use some player input to make the scoring more interesting.
I also don't quite get why the upgrades to the rake are not symmetrical. Seems like complicating something that ougth to be simple.





