Kiwi, it's too easy to hit the "Move Building" button and lose 50 coins by accident. You should slap an "undo" on that. At the very least, you should get a refund if you place the building right back where it was.
How about a tutorial showing how the parts are meant to interconnect? Does direction matter? This is too sandboxy and we literally get no direction at all out of the gate. It's not intuitive, and it simply isn't compelling enough for me to bother researching how you intended the game to work in order to get "good" at it. With more clarity up front, I'd probably have played a little longer.
It isn't very clear as the spells are introduced, how the magic system in the game functions. In similar titles, the magic buttons are always present, and take time to cool down. So far in this title, the magic appears to be one-and-done. Are magic spells really one-time use? Why do I have to keep paying for unit type research every level? This extra mechanic over the game you're obviously cloning seems a bit arbitary, and almost absurd.
Suggestions: I don't like that the mouseover icon for movement is identical for the mouseover icon for interaction. I would often leave an area accidentally, thinking I had found something with which to interact. Also, I don't like that attempting to use an item, but failing, de-selects the item, forcing me to drag it anew from the inventory if I want to try another spot. Those are UI annoyances that bear correcting if you ever revise this code.
This was innovative, attractive, and well made, perhaps just not my cup of tea. I kept waiting to get to the fun part. This was actually a bit stressful to play, despite the relaxing music. Doing this for as long as you're asking me to do it goes from a fun challenge to tedious and aggravating when it's stretched out for this long. Sorry. Great game, but the level design is not to my taste.
What a great game. It felt like learning a foreign language at first. I would have appreciated a smaller straight-line intro on the last level. It just made repeating it that much more tedious. Tedium is not fun. But your game is.
This is an astoundingly clunky clone of Kingdom Rush. Its UI is slow, choppy, and hella confusing. Holy Engrish! No wonder you had to offer a laptop giveaway banner ad to get people to play this. This game is borderline terrible. It's a tried and true game model, just, horribly executed for an English-speaking audience who is used to a convenient and smooth UI.
Giving me a penalty for taking on refugees, when my population is already at the population cap and I had no room for those refugees? Come on, that's just lazy coding.
This game needs an auto-balance button with sliders to give percentages of new citizens to all the available population pools. Most of the game is spent dinking around with the +/- buttons trying to get the threat to a tolerable level. This could be managed so much more conveniently with a better UI. Also, the tutorial was very unclear. It said "get threat as low as possible". So I played the entire game with around 2% threat and lost. Gee, thanks. I get it now, but, the pedagogical skills of whoever designed the tutorial leave much to be desired. I like the concept of the game, though. It just needs tweaking.
I really like the theme here, and the writing. That will probably draw me back at some point for another try. However. the mechanics of what needs to be done to stay alive in the desert are not fully explained. It is possible to get to a point where you simply don't have access to enough food and water to travel anywhere, even from the most recent auto-save, thus necessitating starting over from scratch. This could have been avoided by covering that in the tutorial or better game design in general.
So, this guy has water to sell, but, no containers to sell it to me in? What the hell have I been drinking out of all this time? Am I just tossing my containers in the desert as I drink? This seems like a pretty glaring design flaw.
Nice clean barebones gaming experience, but you definitely had some room to expand on this theme. It felt like an essay instead of a completed work. As an essay, I'd give it an A. The framework is good, it's just missing more content. Keep it up.
This story didn't grab me quickly enough. It got straight into the nitty gritty of "Here, mingle with a zillion townsfolk and start grinding petty quests" before it laid out a plot hook to keep me interested. The map shifting as your LOS changes is innovative, but slightly disorienting. Talking to someone when you're facing them, but not having dialogue open unless you face them in the opposite direction that they're facing is a bit of a weird choice; in most pseudo3D RPGs, facing the target is sufficient. The game claims to be turn-based, yet involves twitch reflexes as you try to time the enemy attacks to dodge. I'm not a big fan of this hybridization. When I play a turn-based game, I don't want to have to worry about timing; For me, that's the point of turn-based combat. Don't get me wrong, those are minor concerns. There are some great elements here, but it's a great storyline that would keep me coming back, and it just isn't clicking for me so far.
I explicitly say in the very first tutorial that it is NOT turn-based.
As for turning towards NPS to talk to them, I figured it's the most realistic way to do it. It felt stupid being able to talk to people when you were behind them.
Seriously, if you're going to make it this difficult to successfully make a "good" burger, you need to give us an instant start-over button. Don't make me go through the motions of putting every topping on before I can try again. Once I screw up one topping, I'm done, I don't want to put on the other six. Are you even play-testing this?
What the... in the tutorial, my burger did not magically laterally pull away from the bun. It's as if cosmic forces want me to NOT make the burger correctly... why? This adds nothing to the game.
I explicitly say in the very first tutorial that it is NOT turn-based. As for turning towards NPS to talk to them, I figured it's the most realistic way to do it. It felt stupid being able to talk to people when you were behind them.