It's very cute, I love the energy and the simple fantasy. Graphics, gameplay, musics, I'm enjoying everything. Upgrading your card is pretty sweet, and help sticking with a lost fight. Enjoyed try-harding the tree golem.
Finished and loved the game 5/5. My two cents:
1.) Javelin hitbox is too small. To have half a chance at hitting my enemy I need to stop and aim which breaks the flow of the game. A big fireball or a burst of shuriken are examples of projectiles that would offer a bigger hitbox, more suited for aiming on the fly and that would better match the pacing of bullets speed and character movements. 2.) Even upgraded the javelin is under-used compared to melee attack. Having 2-3 charges of javelin per cooldown would be awesome, I could throw a few in a row. 3.) I love the NPC system, I wish the upgrade system was included as an NPC as well. We would meet this one very early of course. 4.) Song and upgrade for more coins unbalances the game fun: first it makes me focus on things that doesn't improve the gameplay experience, second it allows me to buy the last armor and sword directly after 2-3 good runs... So it breaks both the fun and the economy :) GG again, good luck for your next project.
Hello, my two cents of feedback:
- Cute concept, looks & feels good already for a prototype.
- At 5min I'm very excited by the core loop.
- I would really like to be able to move without holding click, it's tiresome for me. Having the boat follow the mouse would be enough? Gamepad option would be neat.
- Polish wise, I'd love to see fish bursting out of water when I catch them, that would reinforce the fishing fantasy and would showcase better the fish models.
- 2 speed upgrade and I'm super fast, a bit too fast too quick?
- I'm not sure what level up does.
- Seems to have completed the game at Swordfish, liked it, excited to see where you're going with this.
Thanks for the feedback, I did hear another comment that they'd rather play with WASD, that shouldn't be too hard to implement. You're absolutely right about the polish, I had to reduce dev time there in favor of putting in new systems, but a game like Kraken's Curse by Sokpop would be a look I'd love to mimic. My current goal is to rapidly prototype a bunch of incremental ideas before choosing the best one to flesh out, and comments like these definitely help me decide when the time comes!
Lovely concept and implementation! Little issue with random drawing: I had two runs, and in both, I got stuck with a hand full of pawns, and all of them had only invalid moves. Not having any option other than skipping turn until I die is not ideal xD
You can right click to buy max.