Nice concept, well presented mechanics.
The on-kill scratchy clicky sound is awful on my headphones
Ben
Creator of
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Yeah a static rule instruction sheet available in the settings would be good. After these comments I realized that the score counting animation is actually really helpful for showing how it works. I think adding a title to the calculation box like "🌲Zone Closed Reward" and maybe titles for the boxes like "number of titles" x "number of stars" but that might be too much
Great demo! I really see the potential. I didn't really understand the rules through the first playthrough- I was hoping to see a "how to" in the settings or something, really I just didn't understand when the area closing benefit would occur.
For me the rotation was pretty finnicky, right clicking to rotate would make it drop the piece about half the time, I'd allow a keyboard key to rotate (probably R) or switch to click to pick up and click to drop.]
I love these kinda games and I could immediately tell this was gonna be a good one.
Damn I forgot how great this game is. I really want a perfect score... but I should probably go touch make like a park tile and touch grass... Just added this to my new tile placers collection
https://itch.io/c/5436092/tile-placers
let me know if you have any other games that belong on the list.
I won in just 131 rounds on easy! That must be some kind of record. (jk, I didn't realize getting to 10 gold was the goal!)
Awesome game, I'm definitely coming back to this one. The web ui worked flawlessly which is so rare for these kinds of games. (especially "Game Jame" games XD
I hope you continue to iterate on the idea, it's very fresh and fun
Damn it's so much better now!
I feel like storage is confusing to understand but also almost too easy to balance. I thought it was actually power storage and it was bugged allowing me infinite power at first. I do like hte storage efficiency multiplier concept though.
The potential is showing through much clearer. Consider expanding on adjacency relationships beyond just the same type of unit being next to its own kind.
The prestige system is also cool, I might consider changing the criteria from current dollars to highest amount owned during a run, but I don't hate it as is.
Great to see so much progress, keep at it! :D
it's pretty neat. The scale of the grid I think is way to big right now that it makes the amount of content seem even more sparse.
From what I can tell, the positions of the structures don't matter at all, so the grid layout is currently pointless, but if adjacency / distance was a factor I could see the grid being more interesting
I don't like being unable to purchase buildings if I don't have the power requirements for them, that detracts from the strategy imo. I think you should just have some or all the buildings power down if you run out of available power
+ oh the success criteria is only viewable by clicking the little arrow on the right, that wasn't clear at all to me at first. If it just started expanded it'd be clear the arrow would hide it though
+ Scrolling to view the success criteria also zooms the camera in and out
+ Need to pan to the end of the level list after completing each level
+ Fun game :D
Duster Buster gameplay notes
Easy to accidentally choose an ability when you're clicking through level up dialogue. Maybe add an animation or input delay
Mouse selection fights with the navigation selection, so it looks like one option is always highlighted, which is kinda janky since both mouse and keyboard are needed by default
Better to ditch the mouse altogether, because it uses your movement direction for attack direction anyways. I'd switch to arrowkeys, and z/x/c/v type layout personally
if you take the dodgeroll perk, it makes many other perks pointless, which makes the choices boring
It's not clear if taking dodge roll perk multiple times has an additive effect on damage and roll distance. (If so that's rad lol) Same with the heavy attack only perk, though that one hits everything anyways. It could definitely use a boss with more health (maybe just a modified lamp or couch) to make the damage increases seem meaningful later on
Heavy attack left and right hitbox is very small, misses when directly next to a lamp, unlike when attacking up or down
Loved the writing! Which is a rare complement from me with games, but the dialogue was very enjoyable. The pace of the game-play was perfect too. Normal was challenging, I almost made it through without missing a customer but one slipped by when I was thinking "I bet I'd be an awesome barista irl" lol
10/10 itch.io certified gem
I managed to escape on day one XD
I'm glad I got a sneak peak of the world after escaping, the demo ending there makes sense.
For immersion and easy cheesing nonsense, I think if the guards see you with a weapon, or openly wearing armor, they should beat you and take it, even if you go to bed. if you're seen with visible contraband I'd expect that response, or maybe a prompt like "transfer forma" except "give up inventory" or "stop right there criminal scum"
Beating the guards within an inch of their lives is a very morbid training regimen but you gotta do what you gotta do haha
I would very much like to be able to select options with the number keys 1-9 and have running into locked chests/doors bring up the action menu, rather than having to click on them
I'm looking forward to seeing how the magic system progresses.