I don't understand it. I don't understand what my items do and font is unreadable. It's sad becuase I am fun of rogue-likes. BTW what money does?
I don't understand it. I don't understand what my items do and font is unreadable. It's sad becuase I am fun of rogue-likes. BTW what money does?
Seems like a bug, you can try disabling the "Filtering" option in the game's settings.
Money lets you buy items in shops, is used by some items and weapons, allows you to fill up ammo and charges, among many other things.
Nice game. Quick exciting runs!
Some notes:
1. Grenade looks too much like coin
2. Bug - press two arrow keys (up + right) and try to jump
3. Thank you for including medals
4. It took me a while to understand what arrow means
Love the art style, not so good controls. Please allow skip after death scene and quiting from credits.
It's ok but nothing more than that.
1. levels are linear with nothing besides enemies
2. There is no reward for progressing. Even if you get coins you can only spend them outside of level. It would be fine if there was play-get coins - die - repeat loop but with long runs this doesn't work. On my first run I made it to world 3 and was to bored too continue.
3. Treasures don't make sense. You could make it auto-collect at the end of round. It's not like they are going to disappear if you don't collect them fast enough.
4. Some enemies are 3d some are 2D - not a big downside btu noticeable
5. Everything is slugish - movement, projectiles, too many hits required to kill enemy. There is nothing to be afraid. No excitment
6. In bidinng of issac the whole point was to get your character stronger byh collecting right combo of items - it was reward for overcoming obstacles. Here you don't have rewartds only obstacles.
7. Monsters were ok. One in particular was messed up - the point of it was exploding on death and sending bullets through half of screen. But he can only shoot bullets left, down, right and not left, up, right depending on player position.
This game misses key point: How should player feel when playing it?
Great game overall. Few notes:
1. It can be really not fun if you do empty run. I would add +5 for collecting a coin on-the spot
2. Going up can be tedious when you go deep. I would love to be able to upgrade that
3. It woudl be better if treasures did not appear during up phase. It would make a stronger connection to player that treasuers = good.
In the late game runs take too long. If treasure was on 1500 depth I would given up. I liked fishes AI. They are persistent a-holes.
Great feedback! Thanks!
So close to greatness :/
This game almost fell up the hole in my heart after the motherload. The are however some problems with this game:
1. gets too grindy very quickly. I get very little money from digging
2. gets to wide to quickly: museums, research, recycling. Omg what I am even suppossed to do
3. No way to automate. I hate forge mechanic. I would love to have smelting done automaticly. Same with recycling.
4. Contracts are great idea for quests but you can easily find yourself with too high reputation and with contract you are sure you won't be able fulfil
5. I don't understand drill improvements, costs are really strange. This pretty much breaks a core game loop: dig, get money, upgrade drill, dig deeper, get more money
6. You shouldn't be forced to craft items for sell. It's so tedious. I should be able to tell my workshop please crafdt as many of these items as possible (if very core components are available)
I see very good addictive potential here. Sadly not matched in the current state.
Lovely art and sounds. Sadly no progression so no reason to play more than once.
Enjoyable for one run. Font in upgrade screen looks painfully amateurish and out of graphical style.
Great work for 72 hours. 2 minor issues. I would like for difficulty curve to be slightly steeper. Click indicator is too similar to enemy spawning indicator.
Not the biggest fun of genre but overall good production value. Please provide solutions.
Age 32, Male
Warsaw, Poland
Joined on 9/20/12