I think you should display upgrade information on hover instead of click, because right now, players are forced to purchase upgrades before they know how much they cost.
RaidanBullet
Recent community posts
The white on white made things a bit glaring and indistinct, especially where precision was needed, like towards the end of the beginning level. Also, it was a bit hard to figure out how all the rooms were connected.
In that room with the grassy floor and doors in each of the four walls, one of the black walls had a door that led nowhere, just a gray screen, then I was taken back to the grass room after a short delay.
Unless I'm mistaken, you can get softlocked if you don't have enough money for the spike bounce by the time you get to the purple area, and if you've collected all the other colors. Either that or the purple area demands platforming skills that are WAY beyond anything that was introduced in the earlier parts of the game.
This is great! It feels good to work out card synergies and personal strategies. I will say the red cards seemed like too harsh trade-offs / not immediately attractive for me to be comfortable using them, though.
I also noticed a bug: You can drag transient runes to the top card in the discard pile, but when they're drawn again they won't have the transient rune.
No, clicking on anything doesn't work. Clicking anywhere on the screen doesn't tip the dominoes and none of the buttons work anymore. This is with 1.2.1. Resetting the game seems to solve it but now I've gone and wasted my time and discarded my game for your game-breaking bug, so I won't be looking at the new content, let alone playing further, anymore. Maybe at least try and replicate the bug yourself before you tell people to throw their progress away next time.
The gameplay is quite frustrating, from the near-misses between atoms of the same tier to collisions between atoms of different tiers getting in the way of reactions, the inability to extend the duration of the experiment, the absurd RNG to get boron (and the even harsher grind to get carbon), the fact that it costs several non-hydrogen atoms to get even a single one in the field...
Several design choices that make this a frustrating experience:
- It's possible to get a x1 multiplier for the red dominoes, making it useless when it appears
- Auto-cursors can't be set to add red or black dominoes last, reducing efficiency and yield
- Dominoes can overlap with the UI elements
- Unclear at a glance whether progressing further will yield more prestige currency after reaching the prestige threshold, which is a staple of this genre
- In the points calculation, black dominoes' effects are shown as "^1" regardless of value
- The prestige button can be spam-clicked, causing the VFX to repeat
- Balancing issues others have raised
- No indication of end of content
- Sell value bonus doesn't seem to do anything, as bones sell for 25 bronze each before and after the upgrade(s).
- Once you've unlocked the 2nd room, going back to the first room maintains the larger size, making it harder to purely grind for bronze coins as the enemies are spread out.
- Blacksmith weapons list can be scrolled seemingly infinitely in either direction
- It can be a bit hard to see item drops among the enemies.
Pretty good! At first I thought this would be a ripoff of that pinata incremental (which, granted, I'm not aware if that's copying something else), but I think you've really put your own spin on the concept. More ways to deal damage would be good, as well as upgrades suppressing the flesh duplication rate.
There are some strange design choices that make it a bit frustrating even in the early game, including:
- RNG-based progression where you could a long time mining and not discovering new species, or getting close to uncovering them only to run out of energy
- Dramatic "presentation" for the species that have already been discovered, slowing down the flow of gameplay
- No way to quickly replay after the level end screen; you HAVE to go to the dex / home
- No indication of how many fossils are in the current mine (total and remaining); especially egregious since this is clearly inspired by Pokemon / Pokeclicker
I tried it again and I think I got confused between "Crystals earned this round" and "Total crystals the player has" in the results screen at the end of the round. I'd recommend removing the "total" readout from the results screen, since the player doesn't need this info outside of the upgrade tree.
Apologies if I sounded frustrated in my original comment.
The amount of crystals the player has is set to zero every time you start a level, so only your most recent run has any effect on your ability to buy upgrades. This can make it hard to afford upgrades, especially when you have all 5 types of minerals on the board. Also, what's the point of the passive crystal gain talents if your crystals are just going to reset?
Seems quite barebones. No way to know what bugs can be found in which expedition, speed up the gacha process, or improve luck. Can't tell what effect equipping bugs has on income. Even in your screenshots Item and Trade are locked so I assume it's not implemented yet? The massive jump in expedition prices ($10 - $1M) makes me want to give up.