I have no idea of how to play. I just put the flag around a few times because I couldn't seem to build anything else until I finally managed to accidentally lay down a couple of Barracks, and by then I was at $0 and could do nothing. Shouldn't that sort of scenario be prevented from happening? Could you add a tutorial?
KeronCyst
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Dang, the browser version crashed on week 8!
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Great roguelite concept, but the enemies become just so immensely strong by waves 6-7 that I just don't see how anyone could possibly keep up. A video tutorial of someone beating any level would be great. It would also be nice to see a fancier, serif font.
Other than these matters, I'd say the biggest remaining problem is that once you buy a tower into your bottom bar, you can't reread what it does before deploying it (my memory sucks!) So instead of clicking to read, I would suggest popup boxes to appear on mouse-over, to much more quickly access info as needed.
I think some ways to build a lasting community around this game would be to add a map editor, or even a seed-based random maze generator!
You're right about making it your own and expanding on the concepts. I like this more than VS because of the interesting features like ranged enemies and terrain. It was also cool to see at least one boss change behavior based on remaining HP (or time or something). There are a few problems, though:
- Typo: It says "Feather: increases speed by %5" instead of "5%'
- If you keep kiting a horde around a mountain/forest, eventually several enemies get stuck inside it, so the pathfinding could use work. This is especially (too) effective against bosses.
- I thought it's a bit too easy compared to VS in that I never got down to even half health at any time. Perhaps later enemies could deal more damage to make it tenser.
- The bosses didn't actually align perfectly with me horizontally to apply their horizontal attacks, but it looked like they were trying to. Was this intentional? I wonder if giving them diagonal and/or vertical attacks might solve this.
Impressive for just 3 hours. If you are looking to improve it, it needs two things, maybe three:
- Fairer enemy generation (so that if you're right at an edge, an unavoidable enemy doesn't spawn right next to you)
- Slowly auto-heal over time to really turn it into a marathon game
- A very gradually expanding map, so if you're very deep into a run, the map has zoomed out to be so large that you're basically a pixel among an ocean of enemies lol. That would be crazy!
It was very nice. I like the educational aspect of the game as a novice to cooking. However, there was a text bug in day 2 that caused all of Nainai's responses to immediately display off-screen and force me to scroll down to read them, and then the next ones would all appear at once the moment I picked a reply.
Then I took a photo of my food while eating it and was able to restart the entire conversation beginning with naming the food. So there are conversation bugs, but the cooking was amazing and very fun!
Oh, was it the pricing? I already had it through a bundle that mixed free + paid titles so I didn't realize. In that case, mosey on over to One Finger Death Punch 2!
Okay, I thought there was a bug because I acquired multiple spells across all of my playthroughs but have never been able to trigger them. Perhaps some sort of reactionary "This spell won't do anything at this time" or something might help, because I've never been able to get any to work. Anyways, interesting game! I'll try the spells again later.
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