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The AI images that tell the story in the beginning are very good. If you expand the game, I think you should lean into it.

Regarding the current state: I think the very early game is quite boring. You basically have to click "Respawn Target" far too many times before the game starts having a bit of complexity. I think some Auto Respawn Target (which respawns after 10 seconds of inactivity) would help. Also some randomly appearing items that boost fire speed and damage for a few seconds. This way the player can either idle (auto respawn) or has more stuff to do in active play (random temporary boosts).

Thank you for the feedback, appreciate it.

I hear what you say about the beginning. Your options are rather limiting and the gameflow is very linear.

This changes when the armory fully comes into play in stage 2, but I understand your point.

I think the story and the images have a lot more potential that I'll try to expand on in the next phase. I feel this needs to be complementary to the game in a way that it rewards your progression, without taking too much of the center stage. This is an incremental game, after all.

Anyway, I'll take your considerations along into the next build!

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Good presentation, UI, pacing, music choice, and although it's a bit light at the moment the plot is intriguing. I'd come back for Stage 2.

Small quibbles: Once RP are displayed they overlap other text on my phone browser version. The scroll bars are too small to accurately use with a touchpad and there's no click and drag scrolling equivalent, so navigating vertically in menus is a pain. At times the horizontal data for a menu tab exceeded the width of the frame and put up a horizontal scroll bar for that 05% ish of the material. The main menu music ends in a fade, just perceptible dead stop, then restarts with that first relatively hard note, so it doesn't work as looping audio very well. It'd be nice if there were competing focii for our resources or attention, in the current version the next appropriate thing to click always felt super obvious. (There's a little work there in layering things across menu tabs and having different boosters cost from the same cash pool, but the way expenses scale with level make constantly spreading the cash around the obvious choice.)


Again, I enjoyed it so far!

(+1)

Appreciate the detailed feedback!

Good point about the scroll bars. The game UI definitely gets a bit squished on phones. I'll look into that.

I see what you're saying regarding the interconnectedness of elements in the gameplay. I've been experimenting with different ways to really scale the content in a meaningful way. Scaling and interconnectedness seem to be the most tricky thing in the setup of my game.


Anyway, I'm working on the next stage(s) and plan to expand the narrative as you progress. 

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its a interesting start but not much to sink my teeth into  cant even earn research points yet


and seeing as this is just a demo i assume you plan to put it on steam i hope you remove the AI assets by then

(1 edit)

Thanks for writing feedback, appreciate it.

My current goal is to create a free game for Itch, no plans for a paid (Steam) release for now.

(+1)

The AI story illustrations look great though. There is no need to remove them.

naw AI looks bad real art would be better

How is it not real art? Also are you sure you are judging the images based on their visual quality, cause I feel like you are just biased against AI art in general.

yes i am against AI art as its theft 

By definition it is literally not theft. Stop redefining words and stop accusing innocent people of felonies.

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Progression paces well, it's simple to understand and straight forward (not a bad thing), but as the other comment said it is rather short to tell much. Would like to see a couple more stages to see how the rest, including research, plays out. 

Thanks for the feedback, appreciate it.

I completely hear what you're saying, but I'm glad the pace felt good.

How did you feel about the story elements in the short cut scenes?

(+1)

Ok bit short cant really tell much about if the game is going to do anything intresting from this.