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Acamaeda

198
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A member registered Apr 26, 2018 · View creator page →

Creator of

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This is really great for the most part, but setting up the mines and such at the start of a level gets a bit tedious... There could definitely be some QOL for mobility and such. Being able to fall off of ledges if there's ground below for example.

(1 edit)

I got 9:43 but in hindsight I think deviation is probably good because it means you can go further. The second run I skipped precision and did a few other tweaks and got 7:03.

"Buy units start at T2" doesn't work.

The red ore is hard to see and the music is very loud.

It would be nice if it was easier to control the fireballs.

(4 edits)

Bullet 2 is extremely inaccurate. Also somehow I had bullet tier 2, freeze tier 2, and mine (maybe tier 2), and it said "hybrid" and they became two freeze mines and I lost the bullets. Edit: It seems like bullets+freeze always becomes freeze mines.

Also, it seems like once your painting power gets high enough, it's enough to let you hang on for a long time and it's less clear why you actually lose.

Nice, very Gato Roboto.

It would be nice to be able to see information about colors in the collection, both their value and recipe.

It's not clear that the skull spawners are destroyable, they look like inert objects.

There are a lot of blind jumps where you can't see what's going on. It might be better in general with a wider view too.

Some nice QOL features:
- The ability to search for categories

- The ability to manually combine categories (because sometimes there's overlap)

- Fixing the collection items to be the more commonly appearing versions or allowing either (e.g. Galileo instead of Galileo Galilei, Southern Ocean instead of "Antarctic") 

I somehow ended up with the EXP for the next level being NaN

(1 edit)

Both the main game and the tower game are very click-dependent and click speed dependent. It would be nice if one of them wasn't.

Also don't see a way to do blacksmithing?

Your success is primarily based on your clicking speed. For balance and the sake of player's hands, it would be better to have it automatically click at a fixed rate when you hold down the mouse.

Having an upgrade give 25x money gain seems a bit overboard...

The music is pretty loud and there's no volume options

It feels like there's a second of delay on spawning at the start of each floor that isn't needed.

The game keeps freezing/crashing in the web version during dialogue.

I rapidly went to a million and then a billion money soon after unlocking Mailman, it seems like something went wrong balancewise.

(1 edit)

The promotion panel didn't appear when the messages said it would. (Edit: it apparently wasn't the time for it to appear yet but it was confusing since something referenced looking at it)

Item idea: Lucky 7: Revealing or updating a tile's value to 7 regains 1 HP.

Also, as it is the last level is way too easy as not the ascetic, and also honestly probably too big. Maybe the compromise would be to make it smaller to make it harder for non-ascetic?

It would be nice to get some QOL at some point like unlimited teleports (since forgetting to buy more is just an annoyance), and deleting moves anymore so you don't need to go through that route to access it.

Bugs:
-I got Kabuto from a Helix Fossil
- Some tall grasses in Victory Road don't have any Pokemon spawn

Landing on enemies is really hard, especially if there are two close together. It feels like you should be hitting them but just die.

It would be nice to show if you've caught a Pokemon species, including:

- Show it on the battle screen, "caught" dialogue box, and radar

- Use a different icon if they're shiny

- Have an icon at the top of the radar if you've caught everything available in the area.

It might be better to cut back on the number of playable characters and to try to make them more distinct experiences. Right now you can happen upon almost any of the items and then it's the same as if you had that class.

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The star chart isn't properly showing bought upgrades. The bought upgrades are way to the top left.

(1 edit)

This is great! But the achievements are cluttered by how many variations of each there are. Some things you could do include different tabs for different achievement types or compressing the versions for different levels into a single box (maybe with little checkboxes for each level?)

(1 edit)

It seems like the new update isn't there, there are no "per second" displays or magic shop.

Incremental games are great when they're set up in an "unfolding" way, where you unlock new content instead of having it all dumped on you at the start. Some of the features are probably already like that, so instead of having access to them or their tab it should say "unlocks at 100 whatever points". 

Something got messed up and now I can only click when the shop is open.

Energy seems to be useless. How many clicks is it supposed to take to get any upgrades? Either I'm missing something (which means you didn't communicate it well) or it's over 100 clicks which is unacceptable.

The game throws way too much at you to start, it would be much better if it was unfolding and unlocked features as you go.

I suggest looking into using SNAP or another variant of Scratch with built in save capabilities.

(1 edit)

The attack range is short enough that it's easy to accidentally walk into the boss when you just want to be able to hit it. It would also be nice to start closer to the boss room after dying.

You can't do that for the 3d printer costs. And it would be convenient to have it at all times so you can see it at a glance.

It's difficult to differentiate between the bars, it might help to add their abbreviated name to the icon.

Rocket and bomb poop don't seem very helpful because they're just alternate sources of income that are worth less than the normal income and cost more.

It won't let me "build tent" or "open fence" even though I have enough food.