Nice game. Some levels are redundant, mostly in the early game. The mechanic for drawing squares/circuits was awkward. Even after using it a lot, I felt like I was hunting/guessing where I needed to click-drag to add the right square. It also would help a lot if those puzzles showed the numeric size of each square. It's not good that the ammeter comes up blank when you send an unusual amount of power through (like 0.4 aka 2/5). It would be better if it showed those values, even if they're not going to work. You could probably add a few more levels with the voltmeter, it felt like the game ended just as they were introduced. Suggestion: Skip fuses, and don't have machines weirdly shut off at more than 1 volt. Instead let fuel cells / machines *burst into flames* when over amped or over volted. Then add the ability to reset the level. A level reset has the added benefit of rescuing anyone stuck in a wall. If you want to expand the game you could add capacitors or transistors.
Yes I need to trim down some of the earlier levels.
I realise the square drawing mechanic is awkward. I tried a few different approaches (.e.g just dragging squares in) and this was the best I could come up with that still let you create arbitrarily circuit.
Yes It would be good to have some more stuff around voltage I realise it is a bit of a rushed ending. If I get time I will do so.
Hmmm showing the sizes of the squares - I'll have a think about that - there should be a way to do it nicely.
In short - I agree with all your comments - thanks for taking the time to write them!
1 STAR RATING AND BLOCK FOR SPAMMING. Spam message: "Star Quest: TCG (block) 17 hours ago Have you tried this game? It would be awesome if we could play together! Once you are playing, use this referral code: XXXXXXXX and we will both get a nice reward! Play Star Quest: TCG now"
The rebirth calculations are unclear in the extreme. They feel very broken and frustrating. My current NUMBER is 7E+40. My current rebirth timer is over an hour. And if I rebirth I am going to LOSE 97%. My rebirth number will be 2.3E+39. WTF? Ok, I have less Blood magic bonus than last rebirth, but that does not appear to remotely explain a 97% drop. I'm a math geek, and I can't begin to figure out how Time Factor, Training Level Factor, or anything else works on the rebirth calculation.
Important: You can buy gems from the big-eye chicken at the top. Thief is valuable early, for getting gems. Powerful combo effect to run the map to victory: Bishop Guardian (front) Monk Necro (back). Necro-2 is enough, although Necro-3 would be better. I had Guardian-9 (it should have been at least 11 or 13 because it's cheap to upgrade). I had Bishop-12 and Monk-5, but I probably over-leveled them before I added Necro+Guardian.
The intended solution to level 28 saves 3 Dribbles. There's a funny solution that saves 2, leaving EIGHT tools unused. Put an extend on top of the blue-orange present. Put a second extend there. Put a ramp at the end of the extends. Put an extend to left of the green present. Put a ramp on the end of that extend. Wish a Merry Christmas to the twelve Dribbles on the bottom half of the screen. Optional: Make the first bottom Dribble a blocker.
Suggestion for saved hardware positions: One save for no one logged in, and a save for each user. When someone logs in, if there is a save, auto load it. When someone logs out, autoload the no-one-logged-in save.
BUG! Polymorph-cow is bugged in the first battle of world 5. The game freezes up if you use the spell, and you have to reload. You must beat this battle without using the polymorph-cow spell.
Blocked and 1 star rating for spamming: "Total Front (block) 23 hours ago Let`s change history together! Join the ‘Total front’ game! Play Total Front now"
Points for a new concept, but it was too quick and easy. I generally didn't bother planing moves when blitz trial and error so quickly solved levels. You should add bigger levels that need planning, but try not to make them so chaotic that they need a blind brute force search. Give them patterns and structure that reward planning and analysis.
Notes: Each level has two hidden notes, and one locked note. The pattern on the gate-key is a clue to unlock the third note. If you get stuck trying to unlock the last note on level 6, there's a clue if you check back where you found that gate-key.
Painful grind. Painful medium badge. And if you hit a pinata, the dev will REWARD you with PERMISSION to watch a painful and long advertisement. Geee, thanks. If I accidentally hit a pinata I have to choose between wasting my time cancelling that reward, or I have to go AFK while the ad runs. With the computer on mute.
The game itself send only 1 notification 3 days after last session with free treasure. Other notifications are from players that invites you. Why dont just block it instead of downrating?
Cute, but needs some tweaks. #1: Mouse control was a bad idea. It desperately needs keyboard controls. #2: See number 1. #3 The random wheel is lame. Either skip it, give it more interesting results, or find some other way to enhance that system. #4 Spike gun feels very disappointing. If its fire rate is so slow then it needs some sort of perk-effect. Maybe piercing or explosive? Or at least ramp up the damage more. #5 Targeting invulnerable enemies off screen is very bad. Either don't target them, or allow them to take damage. #6 Another set of more-expensive items in the shop would be nice. #7 Once we've bought everything, add a money sink - even if it's purely cosmetic. Maybe buying a castle and buying cosmetic upgrades for it. Piling up unspendable money kinda sucks.
Yes I need to trim down some of the earlier levels. I realise the square drawing mechanic is awkward. I tried a few different approaches (.e.g just dragging squares in) and this was the best I could come up with that still let you create arbitrarily circuit. Yes It would be good to have some more stuff around voltage I realise it is a bit of a rushed ending. If I get time I will do so. Hmmm showing the sizes of the squares - I'll have a think about that - there should be a way to do it nicely. In short - I agree with all your comments - thanks for taking the time to write them!