Your quicktime-events idea is a really good idea for design. The pacing is weird though: by the time I reached “Continental,” my auto growing was faster than my clicking, fast enough that I didn’t click at all in any of the following phases. I spent a handful of seconds on each phase before I was offered to go to the next one. By the time I scrolled upgrades to see if anything new appeared I was already ready for the next phase. I reached the end of the game (100% of phase 22) without seeing the prestige menu.
The next stage button should perhaps not be over the clicking area and the orbs and such that can spawn in it. Maybe in the background as a 0.5 second press or something, or replacing the requirement bar with a button?
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Your quicktime-events idea is a really good idea for design. The pacing is weird though: by the time I reached “Continental,” my auto growing was faster than my clicking, fast enough that I didn’t click at all in any of the following phases. I spent a handful of seconds on each phase before I was offered to go to the next one. By the time I scrolled upgrades to see if anything new appeared I was already ready for the next phase. I reached the end of the game (100% of phase 22) without seeing the prestige menu.
thanks for feedback! The balancing is quite hard, going to try to balance it better.
Enjoied game :) A lot
Glad you did! Thanks
The next stage button should perhaps not be over the clicking area and the orbs and such that can spawn in it. Maybe in the background as a 0.5 second press or something, or replacing the requirement bar with a button?
Thanks for the feedback. :) Will look into it!