Pretty cool! I reached 1,400,000 or so. I missed the final result screen as I kept clicking, struggling for my life.
Some suggestions:
Display score (and possibly combo modifier) when rescuing someone. This way you can value rescuing people deeper more, as you can see you get a higher score. Right now you have to check your score before and after rescue and compute the difference, while falling!
Add a special unit to rescue who falls fast at first, but then more slowly (maybe counter-intuitively) as it gives the player more chance to go down and rescue that unit in extremis. Currently you rarely risk your life because it’s hard to hook down units already too low (see *), and not worth the extra points anyway. While it would be cool to see someone you’re ready to risk your life for (since there is not much narration, that would be through point rewards!)
Add a delay before allowing player to skip result screen at the end. You generally click like crazy when you’re about to die, so it’s likely you keep clicking when you do die and the final score appears; causing you to miss it (alternatively, storing high score and display somewhere would work; but only if your last score was your best score so far).
Has the hook a very long or infinite distance? I could grab items out of view just by clicking in the direction of the hint arrow. It helped me a lot! It seems that distance is made shorter toward objects below you, to avoid accidentally going down (in counterpart it’s hard to rescue someone who already got past you). You can still do it with units visible on screen and it makes you go down pretty fast, adding some spices!
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Made it to about 7,000,000+ before I misclicked and my browser refreshed the page.
great little minigame, particuarly enjoyed the sense of chaos and the smooth performance in broswer. the theme was nice too. thanks for sharing :)
Cool
Pretty cool! I reached 1,400,000 or so. I missed the final result screen as I kept clicking, struggling for my life.
Some suggestions: