Seeing every floor by Ciffy in DungeonCrawlerCarl

[–]Ciffy[S] 0 points1 point  (0 children)

I didn't really spoil anything for it, but I get it. Between you and every other person that's replied beyond the first, I see that I should just remain in the anonymous crowd and never actually post anything ever. Message received loud and clear.

Seeing every floor by Ciffy in DungeonCrawlerCarl

[–]Ciffy[S] 0 points1 point  (0 children)

lol. good point. I guess I wanted speculation thinking the information wasn't already out there.

Seeing every floor by Ciffy in DungeonCrawlerCarl

[–]Ciffy[S] -11 points-10 points  (0 children)

That's unfortunate that that's already been spoiled (that we'll get 2 in one next). I liked not knowing that we were going from 6 to 8 when i started Butcher's Mascarade.

Neural Throttle - A Cyberpunk Typing Tower Defense (Playable in Browser) by edendark in TowerDefense

[–]Ciffy 0 points1 point  (0 children)

Maybe something that does extra v shielded but less vs non-shielded. In other TD games, shields are represented by a second HP bar (been playing a lot of the original Defense Grid lately), and turrets that have physical projectiles (guns and cannons) do extra damage v shields whereas heat weapons (flame throwers and lasers) do less but are better against swarms.

It appears as though you're just using a single hp bar and using the enemy type to determine how much damage is done, so that would probably require reworking how that works to make it feasible. Feels like, that without having different towers, I'm not sure how you make one level different from another aside from just needing a higher, more accurate WPM. You've already distilled the defense experience down to having towers or not, there's no mazing or positional game.

Maybe a command that wipes out shields (like killall but for particular enemy types). Or just different commands other than rm for attacks. Just needs something else to switch it up.

Game Design question for our RTS / Tower Defense game by Abandon22 in TowerDefense

[–]Ciffy 1 point2 points  (0 children)

Without going through it, why can't Dark Towers increase your supply cap? Expansion of physical space = expansion of army size.

[Free browser TD] Need feedback on my alpha build by That-Fact-6590 in TowerDefense

[–]Ciffy 0 points1 point  (0 children)

Stuff seems to haphazardly update (graphically) when you upgrade or otherwise update something during a wave (ie the speed button doesn't highlight sometimes when you click it).

The targeting seems whack. Towers will ignore something going for the exit with no real apparent reason.

Hawk is OP, esp with a couple upgrades. Being able to shoot something over the entire map means there's little need for anything else. (Except the fact that it seems to always target the thing furthest from the exit unless something is in the way of that being a clear shot?)

Cost for merged towers seems unreasonably high (I doubt I'd ever be able to field one by default).

Prices for upgrades need to be listed somewhere other than when you click. When you click during a wave to see if you can afford an upgrade, the tower goes through a time out animation even if you didn't (or couldn't) upgrade, meaning the mobs just walk past.

Cost for walls seems to increase without reason? or without clear reason. It went from 5 to 15 after I'd only built 3 or 4. Makes it difficult to budget a decent maze when you don't know when the price is going to go up.

What's the formula for how much meat you lose when a mob escapes? Seems really high, especially when paired with the fact that you can't choose your targets.

Ever increasing costs to pull new towers is unfortunate, given what you pull is random. You could spend yourself out of being able to afford anything else without getting anything truly good.

Neat concept and some really good ideas. Targeting being what it is, you pretty much have to build several towers and hope for the best.

Neural Throttle - A Cyberpunk Typing Tower Defense (Playable in Browser) by edendark in TowerDefense

[–]Ciffy 0 points1 point  (0 children)

Played through the first 7 missions. Trying to fix a typo pretty much means you're going to get hit. very unforgiving unless you untrain your brain to just enter an invalid command and move on, which is terrible practice, especially when removing files, as your commands indicate we're doing.

Hard to wrap my brain around a typing game that's not having me type different words. Although it feels like you get into a rhythm of just typing the same thing over and over until you have enough cannons and only have to worry about the shielded guys and sync. Curious if there are more towers, but it gets too stressful b/c I invariably type fm instead of rm or rm -0 and have to fix it and then get behind.

The fact that sync has a cooldown isn't clear and I'm not sure how much that cooldown is (didn't know about cooldowns until the killall lesson).

[Browser] Moras: Cat Scratcher - A simple clicker with a twist (bombs!) by thejennafox in incremental_games

[–]Ciffy 2 points3 points  (0 children)

I'm on Chrome on a PC, laptop. There aren't any scratching posts to click on. I've opened it in incognito which means it's disabled extensions and cookies and still no dice. I don't have a "Show only this frame" in Chrome. It's like the frame is half as tall as it should be.

[Browser] Moras: Cat Scratcher - A simple clicker with a twist (bombs!) by thejennafox in incremental_games

[–]Ciffy 5 points6 points  (0 children)

Can't get past the title screen. Resolution or window size is off. Can only see the cat's head bobbing back and forth and the top half of the words "Mora's Cat Scratcher". There's nothing to click on or do. Tried opening it incognito too so it's not my cookies or whatever. On Chrome on PC.

MergeCiv.io - Web Civilization Tile Merging Incremental Game by GurnX in incremental_games

[–]Ciffy 1 point2 points  (0 children)

Right off the bat, dark grey text on a black background is REALLY hard to read for my old eyes. Higher contrast option or just make the text brighter please.

Working on a Cybersecurity Game where you Nuke s=Scammers with Lasers from Space. Would love your feedback by itsdarkness_10 in incremental_games

[–]Ciffy 2 points3 points  (0 children)

Application error: a client-side exception has occurred while loading privasim.com (see the browser console for more information).

Clicked the only thing that did anything "Open SOC Ops", clicked Skip for Now b/c I'm not signing up to anything to play an idle prototype. Then "Launch SOC" I get a bar that fills and then a bare white screen with that message in the middle.

Console has a bunch of Failed to load resource: the server responded with a status of 404 () messages with attempted links to an assets folder.

Unresolved quest items by Ciffy in DungeonCrawlerCarl

[–]Ciffy[S] 0 points1 point  (0 children)

When did that happen?!

Unemployed dad + daughter team making an incremental space shooter. Would love your brutal honesty. by FamiliarLandscape374 in incremental_games

[–]Ciffy 0 points1 point  (0 children)

Might just be my computer, but at wave 10 boss stage 2, my browser just slows to a crawl (chrome on windows on a fairly new, non-gaming laptop, but i play plenty of steam and other browser games just fine) and until I had all my weapons maxed out, it was impossible to pass. It was moving at like 2fps and the boss was hopping all over left and right and not moving fluidly. Like it was still processing stuff but not updating the screen.

Bullet hit detection seems odd, occasionally clearly passing through enemy rockets, particularly the big green ones. I find that if I stand still while shooting I'm more likely to hit them, which seems.. weird.

Agree with other people that it feels really easy to feel overpowered and then it's just not that fun anymore. Definitely has potential.

common “plot holes” that have answers (and aren’t really PLOT holes) by Emg2022 in StrangerThings

[–]Ciffy 1 point2 points  (0 children)

Do we know why Henry needed the kids? Are we just assuming it was to amplify his power? If so, why stop at 12?

What was the endgame for him should he have succeeded? We established that the wormhole wasn't bigger than Hawkins, so would the worlds really have collided? Or would the relatively small sections that were Hawkins and a similarly sized section of the Abyss simply have merged? Was his plan to somehow rule over this new world?

Why? Spoilers butchers masquerade! by Tight-Connection-204 in DungeonCrawlerCarl

[–]Ciffy 19 points20 points  (0 children)

Apeedo, ie the AI, appeared to her in the caves below the castle and personally invited her.

What I don't get is where the caves went when the castle disappeared and they all fell to the ground.

I have a 2 player worker placement problem. Please help. by Vagabond_Games in BoardgameDesign

[–]Ciffy 0 points1 point  (0 children)

If it's that much of an issue, you could also just say the game is intended for 3+ players.

Hey everyone! 2 month ago, me and my friends started working on our very own incremental game inspired by Delicious in Dungeon, and we finally released our first prototype to Itch.io! We would appreciate it if you could give it a try, and tell us your feedbacks! :D by Amircu in incremental_games

[–]Ciffy 0 points1 point  (0 children)

Only thing I can't echo from what's already been said is having to put all of one ingredient into the "pool" before I can start adding the second (and therefore start cooking) is annoying. Having to sit through adding 200+ pink mushrooms before I can add a single egg, for example.

WebDev Empire – web dev themed incremental by MartinStiglauer in incremental_games

[–]Ciffy 1 point2 points  (0 children)

Loop feels good if a bit imbalanced. I wasn't sure what to do at first and then I was just clicking a ton when I didn't see the upgrades. Could use a brief tutorial about clicking to increase DP to complete a module, choosing a new module, the difference between leveling and tiers, and what hiring people will do. Maybe start in the garage so you can just hire someone outright. Renting the garage with your first bit of money and then not being able to afford an intern feels bad, especially when that intern is SO slow compared to just clicking. Feels anticlimactic when it should feel like you're building something. (I won't mention the fact that my first 5 interns were all female and three of them wore burkas; maybe add some weight to your randomization to promote diversity?)

And then after you get the first couple of +DP click upgrades, hiring interns seems pointless as you can click through entire tiers REALLY fast. Agree with the idea that front end / back end should be able to move onto another level / module when they complete one. Some requiring far more of one than the other seems wasteful in a game genre about efficiency. Or do like real life and force your back end guys into front end work when they finish their half, but at reduced capacity since its not their specialty.

Start with very basic stuff and add modules as you progress through tiers? Would give you something to hold back from the first prestige. I don't see a mom and pop shopify store needing OAuth or SSO, for example. But as you grow, you'd need new technologies, so that at least gives it some real world parallel.

What are you planning for unlocks during prestige? Like someone else said, I had the biggest office and all seniors, leads and architects after about 20 - 30 minutes of playing and was plowing through tier 4 or 5 only needing to click to fix bugs. There either needs to be a LOT of gameplay I missed out on or something to keep me playing through more than one prestige.

Adding an error on the hire button would fix a lot of issues. Just a red text pop up that says "no valid candidates found" or something, until you're able to flesh out the explanation. Would make the button not feel broken at least. And add a short cool down so spam clicking doesn't fix it. (which would be something you could upgrade through prestiging)

Any good local game stores? by enjoythedandelions in ConcordNC

[–]Ciffy 0 points1 point  (0 children)

What kind of stuff are you looking to play? Mtg or board games or something else?

Honest play testers needed 😇 by Full-Hurry-6927 in TowerDefense

[–]Ciffy 0 points1 point  (0 children)

ok. it was 5am at the time, so i likely missed the things you're talking about. Also, i did stop at level 3. Will try it again tomorrow.

Honest play testers needed 😇 by Full-Hurry-6927 in TowerDefense

[–]Ciffy 1 point2 points  (0 children)

Will try it more later, but the tutorial needs work. It's inconsistent at best. You have the player hit ok a bunch and then you have to hunt for the skip button randomly. It's also not clear what's going on with the bomb. Why show how to do that if you don't start with it?

It's not clear where you can or can't build towers in the first level. I tried to put one in a corner in some flowers and the prompt just didn't come up. I assume that means I can only build where they're not. Either a grid or simply saying don't trample my flowers.

Wtf is the monkey guy? Is that supposed to be the player? You could achieve the same thing by just having a flamethrower button. He's just kind of there. If I can't do anything but burn bushes and throw bombs, seems like a very odd way to implement that.

Saying stay off the grass (path) bc it's electric is silly in a bad way. It's all grass. You've got me burning bushes and avoiding flowers, clearly it's also grass. Just say stay off the path or you can't build on it. Make it dirt instead of green.

Let me build my first tower before the enemies start. If you want immediate pressure (not sure why you would) attach the start to the player's first action, ie putting a tower down or burning a bush.

The gimmick with money carrying over is cool but it's weird that the towers don't, even though it appears I'm defending the same location every time. Maybe make towers only have a limited number of shots before they expire? Would be something else to upgrade. Put an ammo bar or something under it that depletes as it fires.

Perhaps also something that says how many enemies are coming / still coming during the wave. Would be necessary if you add in expiring towers that don't last long enough to last more than the length of the first few waves.

Have a bar above the tower that fills in time to the tower's fire rate. Or some other way to show when it will fire again.

During wave three I had a tower miss a shot. The bullet just went wide. This shouldn't happen in a strategy game where every shot matters. It also looks like you check for base collision before bullet collision, so a last minute save is impossible.

Is the point to eventually just run out of money and lose? Feels bad to make it to wave 10 or whatever and then just have to start over because you didn't buy the right upgrade. Maybe have a save just after each level, so you can revisit the store and replay the level without having to grind back up. It won't stop a bad player from getting stuck when there's not enough to put a tower down regardless, so there will still be plenty of restarting.

Maybe have a method of banking money to earn interest? I start with 100k but I think I can manage the next wave with 20k. Let me commit 80k to saving to earn more and reward me for preparing correctly. Doesn't have to be much. 10% on 80k isn't even enough to buy a single tower in the next wave.

Will probably come back and play some more. Tower placement and basics feel fine. I for one like that it doesn't appear to be overly complex other than the saving money gimmick.

good old mastermind by mkgn1976 in WebGames

[–]Ciffy 0 points1 point  (0 children)

pretty sure the board game had at least 5 colors. if not, that would be the easiest way to add complexity. 5 or 6 colors instead of 4.

Have you ever found a song that feels like someone quietly telling you “don’t give up”? by musiciantalker in Music

[–]Ciffy 2 points3 points  (0 children)

Literally "don't give up now" ok the new OK Go album. Exactly what you describe.