It's been a very long time since I've felt such good feelings for a game. Thank you for making this fun, cute, and simply amazing.
It's been a very long time since I've felt such good feelings for a game. Thank you for making this fun, cute, and simply amazing.
First, I think this is a mostly finished game, not completely finished. There is no ending, at least not as far as I played.
There are also no instructions, so players don't really know how to get points. Now, thats not a bad thing in all games, but when the entire purpose of the game is to get points, it's a little frustrating to be left without any consistency. Some bonus's are more fun when they are a surprise, but it would be nice to have at least a basic idea of how to get more points.
Also, there are numbers that increase every frame at the top of the screen that apparently have nothing to do with the score? At least not as far as I could tell.
Is the point of the game to avoid traps, or hit the traps? You get points either way.
last, there is no way to keep track of your score and so no incentives for the player to want to do better. You have to reward the player somehow, and finding out the random bonus you got at the end of the level you just played 5 times in a row isn't enough of one.
All of that being said, this is still a solid game. It functions the way it is intended and there are a lot of quirks that make it interesting.
Over all, great job :)
Any one who doesn't like this game has probably never coded anything for a day in their life.
Yes it's very simple, that's the point.
Yes the graphics are basically nonexistent, that's the point.
If you don't like what you see on the front-page, go out there and make something better. Maybe in the process you will learn how difficult it is to make a game and how to be a decent human being.
It's awesome that you challenged yourself to do it, and even better that you completed it!
I can't believe how such a simple game can be so fun and addicting.
Thank you for the experience :)
I'm sorry, I know that all of you put loads of work into this game and it really is a very "complete" game. However, it didn't feel that way playing it for the first time.
First you give about 5 instructions, then you have to figure it all out. There is too much for that kind of tutorial! I mean there are 20 different resources and you have no idea of how to get them or what their purpose is. It took me a long time to even figure out that you could trade silver for goods because the button that allows you to do that is tiny.
So you start and have no idea what to build first or how to build it. When you figure that out, you have to remember obscure recipes in order to buy buildings.
"okay, 50 tin, 10 wood, 20 iron, 5 stone. Or wait... was that 10 tin and 50 wood? How much iron did I need again?" That happened almost every time I entered the store. To buy anything, the player has to go back and forth between the houses and the trading center. It's very frustrating.
Then the quests have extremely obscure difficulty settings. I mean, ranging from 2-300. The player has literally no idea what the difference between a 2 and an 11 is, let alone a 2 and a 112. I was beating a 2 over and over again, built up my army by about 3 times, added some new much more powerful troops, tried a 7 and failed. Lost all of my troops. Now I get to start over! awesome!
Then in the town, there are so many things that can go wrong with the population, and there is a different way to fix every situation. Instead of having rats and bats and assassinations, disease and robberies and all that stuff, why not just have one variable for "civil unrest" and then a few different tiered buildings to deal with that. Instead, the way it's set up now every time something goes wrong you have to go to the store, dig through 20+ houses to find the ONE that will do the job, remember the recipe for that, go back to the store, purchase all the correct ingredients, then go back to the houses and purchase that one store. If you have enough. In the beginning, you don't have enough. Unless maybe you've already played through this game before and have a good understanding of how everything works, you won't have enough resources.
It's just too complicated. I mean I haven't even mentioned the Heroes yet. Frankly, I played for about half an hour and had no idea what difference they made.
This game was just frustrating. As soon as I thought I understood one thing, something else went wrong. When I figured that out, the first thing I understood was weaker because I needed to neglect it so I could figure the second part out.
Like I said, I know you put a ton of work into this game. I know it's massive. I can only just begin to comprehend the amount of intelligence went in to coding something this huge.
Still, I think it would be a bit more enjoyable if it was more simple. I mean, 20 resources? It's just too much to balance.
Thanks
Well it just feels unfinished. This would be a great 1st game, if it is.
Graphics are a bit too simple, a good rule of thumb is to spend as much time in graphics as in code. The graphics aren't bad, but they are just very simple.
The motion seems okay to me. The hit detection was frustrating though. The enemy balls seemed to hit me from about 5-10 pixels away. Meanwhile, if you jump at the wrong time you fall straight through tiny moving platforms, even if you land right on them. This could be improved by adding an invisible box of the same length but greater width (e.g. stretch it down), or by finding a better way to perform hitTests.
All being said, this is not a bad game, just needs a few more levels, more complex art, and better hit testing.
And if you have time achievements are always fun :)
I'll make the V0.3 soon, and I'll edit the graphics, thanks for the idea :)
Don't release a game before it's finished! Keep it in projects and let people try it out, that's what it's there for.
There's not gonna be a review for 1 level is there. Wait until the WHOLE game comes out!
Age 33, Male
Alaska
Joined on 4/1/07