Done :)
Thepriescik
Creator of
Recent community posts
+ captivating gameplay
+ nice graphic design / - maybe walls could stand out more. Even two-frame hero animation would please the eye
+ very nice voice acting / - when it stacks too much of some certain sounds it gets annoying
- shop layout is chaotic in a way, it'd be better if weapons were grouped
Overall very fun to play :D
Thanks for such an extensive feedback.
All of the graphics were designed by this team's artist (only binocular is an exception, it's a free asset). 2 fonts are from Adobe on which she has licence, one is Unity's default).
ad 1. At the last minute i decided that branches locking in earlier were too punishing, and I didn't design a way to restart or revert growth so I decided to let player change branches according to the rules you exactly defined. I didn't have time to change hints accordingly.
ad 2. What I intended to leave as a text hint is that overshadowed leafed gather less sun. But also couldn't slip it in, also I was hoping that casted shadows will hit that enough. Those shadows however are also still not as fine-tuned, as I'd like them to be, since those shadows should add up and stack.
ad 2.b The sun bar is something I had a real issue designing because I still don't know how to present it clearly. What I did first was just a bar with scale [0 - currentGoal] but in that case when level requirements go up from say 15units to 18units you would see 15/15 change to 15/18 or 50/50 to 50/60. So basically the bar was always full. What you are seeing now is after a change (that was, again, done at the last minute) which makes the scale of bar go to [previousGoal - currentGoal] so when you hit 15/15 goal what you see next is 0/3 actually, because 15 is new baseline and its only 3 apart from next goal. This is why you may see 0 so often. I thought about extending the bar but I also don't think that would be good solution, because goals goes from 6 to >100. If you have any ideas how to do it better, I'd love to hear them.
ad 3. Heh, yeah... I expected it to be a reflex/action game, but the theme bound it to being more cozy. It's hard to imagine watching a tree grow being so intense, but here you have it ;D. The solution to this I think would be splitting game into 2 game modes, since free play can be really relaxing (I know that from tests of mechanics before game had any levels or goals). I made the levels with goals the main gameplay because i did't want to make 100% idle sandbox game - this wouldn't feel enough game-y to me.
You and other players being stuck at level 8 or so is yet another manifestation of last minute changes. There are 9 levels + one semi-infinte, but it appears I left one value in level design not reevaluated.
Again, thank you, I really appreciate your opinion.
Very nice game. Shooting and adding new bases during game makes it feel fresher and better than usual "reproduce in base and sent to another" game. Simplistic and clean design is pleasant to the eye, but a bit too white. Board looks good in white, because it fells tactical this way, but you could try putting grass under the trees (and on the board too if you feel like it).
Nice game. Works very well mechanically, theme is definitely there (however you can complete all levels without expanding - maybe some new types of challenges/obstacles would change that). When it comes to design, it suffices, but you could for example have border of sprites in separate layer so that when stretching them, they keep their border width - or maybe that's what you intended, since the thing is about stretching ;)
In general I like the clean aesthetic, calm music and game idea
I initially thought it's a clicker game (I hate clickers) and I still can't determine whether it is, because it definitely has more thinking and planning into it than brainless clicking. However it has phases which are played that way, however in small batches it's alright (especially with the flag mechanic). But together with the high turn limit it begins to feel like a tideous gameplay. I would personally prefer to have shorter game and after finishing it I would start another one to see if I'd improve my score. There could be game-length options to choose so that everybody's preference is matched.
I feel like this review got too chaotic, so to sum up: don't think it's a negative review per chance. I really enjoyed the game, but would be happier to see the score screen after, say, 200 cards.
I cannot see when the jam theme is included. Narrative is nice by design, but I wish that it could be sped up (appearing faster or all at once, after clicking on them). Gameplay is cosy, however using RMB is way harder than just LMBing enemies from further distance. Last enemy should be a lot tougher, I think (I knocked them down in one LMB, is this intended?). Also little nice tip: in 2d side scrollers its nice to have camera Lerp after player like you did, but its even better if camera gets a little but ahead of the player, so I see more whats in front of me instead of behind me (Its of similar complexity as Lerping).