I bought a bunch of soldiers but they did nothing. The only thing I could do was recruit more (who did nothing) or attack which took out lots of damage. Interesting. Who are we fighting? Is that Bendee stick? What does the weapon do?
Finally, maxed out! :D It took a while! The weapon designs are a nice addition to the game, but overall, there's very little to do here. Recruiting speeds up the process, but takes away from the score at the same time, and seems to take more the further you get, so recruiting only gets you so far, then you have to click the rest of the way. For an idle game, there certainly is a lot of clicking involved! Would be nice with ways to speed up the idle process, maybe change character appearance; overall just interact more with the game (like how about being able to browse through and choose weapons, rather than just upgrade automatically? Would also be cool if new weapons had a statual effect on your increases). That said, I do like the simplicity of it all! For a 12 hour game it's pretty impressive too. Nice work!
I don't really see much in the way of interaction between you and the reviewers here, but I'm going to take a stab at getting through. First off, not bad for a 12-hour project. That said, there is one extremely simple improvement that could make this exponentially better:
Increased recruitment variables.
Seriously, you could even split the existing Recruit button four ways, then simply add a x1, x10, x100, and x1000 multiplier to each section. It would require slightly more accurate mouse clicks from the player, but hey--that's not a bad feature for an idle/clicker game. And it would ultimately make the game 1000x playable in the process. Quite literally.
So, if you've been looking at your reviews, stop reading at them and do something about it. Another few minutes to tweak your game will not only not kill you, but it will make for a better game. Win~Win
If you're aspiring to be a game designer, it's your responsibility to listen to your audience. I know quite a few of successful people in the business, and - like me - this would bother them on a truly fundamental level. And hey, as an added incentive for you to put in a bit more effort, I will even add you to my Faves if you do. The potential is already there, so the rest is up to you.
I added the buttons for more recruits. I feel bad for letting you down and making you think this is what I make on a regular basis. I implore you to check out my GOOD games such as:
and a game I'm currently making:
Under 12 hours is admirable. The game itself is, quite frankly tripe... but slinging code to complete a challenge like this in 12 hours is still admirable. I don't know how old you are, or for that matter, how much experience you have, and I'm only a critic - not a Flash Programmer... but my intuition tells me that you could make something more engaging within the same time frame. I'd pay less attention to graphics (in the genre of an Idle game) and more attention to the math. Make your players want to figure out the best way to win, rather than wear out their laser-mice.
If you take a look at some of the better idle games, character animation isn't even a factor. Graphic interest isn't strong. It's there, but it isn't strong. The biggest appeal is figuring out how to optimize output from minimal input.. Re-think your game. Meditate on it a bit. Make a new game, with the same 12-hour challenge, but make it complex, instead of pretty. Indeed - comprise it completely of text and simple buttons. Then, you'll have an idle game with some appeal.
1/2 star: It functions
1/2 star: You have, thoughtfully, added a medal
I don't know you, or your life, but I do know that you're better than this.
I implore you to check out some of my way better games such as:
or even a game I'm working on right now:
Too much left to the imagination. The game works very well despite it's lack of content. Could have possibly implemented a recruit 1,10,100,or max button. As the author said it isn't complete trash but none the less.