using ability cards was unclear.. didn't really make sense what happened when i clicked them or if they were working.. or what.
but the aesthetic was very nice. and i like the idea
using ability cards was unclear.. didn't really make sense what happened when i clicked them or if they were working.. or what.
but the aesthetic was very nice. and i like the idea
scroll wheel to move around is just pointless. you included WASD... which is what anyone should use.
what is scroll wheel for? i'm guessing a relic from it being optimized for touch screens or something.
i'm free (and pretty cool)
such a clever puzzle idea.
also, i like how you went for a KOLM atmosphere with the music.
the clutter is too high, making avoidance difficult to impossible quite early on.
also having a target symbol over a heard looks like a collectible.
also those bouncing projectiles... are ridiculous so early on. also having 2 or 3 guys crowd in on u right away is wild.
also the "how to play" ticking through its multiple pages on its own without letting you absorb them at your own pace is insane
it just has very bad difficulty tuning for how slowly and stiffly you move.
the jumping feels slow, static, and awful. (minimum jump height is too high, bounce height is too high)
the "game over" screen sits for too long. when you die, the player should be able to jump back into the action quickly. taking them back to the menu so they have to run over and awkwardly jump into the play button is absurd.
all in all there are just too many problems and bad design choices and bad tunings of parameters for me to find a way to give you any stars.
good luck on your next project.
re dev:
why do you need to send the player back to the menu to give them this "opportunity" the opportunity to go back to the main menu.. is always available.. by just going back to the main menu. you aren't giving them an opportunity. you're just making getting back into the game take an extra annoying step.
Thanks for the feedback,been meaning to do an update for the ui, just got back from vacation and busy with work so my bad yall. The game over screen can be skipped with space bar. Taking them back to the menu is intentional as it gives the player a chance to customize their Glim or to go over to the challenge room,which I also have to update. Anyway thanks for the feedback!
excellent
i like incremental games but there were too many things were I would stare at some upgrade.. test/experiment with it.. and not be able to figure out what exactly i was upgrading.
i'm sorry. your lack of transparency in how things worked ruined this.
Hey, thanks for playing and taking the time to leave feedback — I really appreciate it. 😊
I think you're the first to point that out.
You're totally right — some upgrades aren't explained clearly enough, and that can make things confusing. I'm working on adding better descriptions and visual feedback. But first I'll polish the gameplay. Even currently I'm working on Offline earning.
Your comment helps a lot. I want the game to feel satisfying and understandable, especially for fans of incremental games like you. More polish coming soon. Thanks again for being honest...
nice
ctrl to crouch?
so... 100% that players will accidentally close the tab while playing?
also why does space put a red cuboid on the ground and not jump?
i looked at your author comments and you didn't explain what space is doing.
it throws a weird red cuboid on the ground.
also camera is very unsmooth and full screen is needed.
Just push "C" instead? "CTRL" is an option for those who prefer it and are not clumsy enough to close the tab while playing. And finish the tutorial if you don't get the mechanics.
the jumps right after the second wall run (the one right after the one that literally says "wall run") are stupidly impossible. i make it onto the first two pillars, but even with max speed and pixel perfect jumping right at the last possible moment, i can't make it up onto the third pillar.
horribly overtuned difficulty.
still finished. still think it was badly overtuned at that part.
Joined on 2/19/05