comments for Commit Murder On Walls
sort: go backTip: type "help" for the controls
developer response: thanks for the tip in case people need help :3
s'okay, but its most unique mechanic is being a text adventure for inputs that could've just been buttons. I made it to wall 13 - as far as I can tell there's nothing else to unlock other than the next wall(s), and the core gameplay loop is a bit too simple to be enjoyable. there doesn't seem to be anything to work towards, like the next feature or a prestige or something, so the drive to keep playing runs out pretty quick. I'll give it a 2/5, because there's an idea here, but there isn't any rewarding or unique gameplay yet.
developer response: 1. i only know python, so sorry, idk how to use tmt too, so this is the best you're gonna get
2. 13 is pretty far tbh
3. im gonna make a story for this game and
4. im working on it.
wall puncher but console log and not very intuitive
NameError: name 'h' is not defined on line 188 in main.py
welp :/
accidentally typed nuke
(am i cooked?)
like the idea but there's no layers or anything and logs should clear themselves every so often
developer response: this is old
guys, its the end of CMOW, a buggy mess, its abandoned now, for new, scratch-made game, i might remake this.
developer response: jk, cmowre
I LOVE THIS GAME, ITS SO SIMPLE YET SO SATISFIYING <3
developer response: thanks! you can give me ideas in DMs if you want to!
wtf, im sure i didnt update it, why is is it in the "recently updated"
achevements should be achievements and i don't think there's an autosave
developer response: i cant make an auto-save ;w;... until the next update
theres a typo in wall 12 it should be "Void Hyper-Tungsten" instead of "Void Hyper-Tunsten."
aw man it restarted me :cry:
stopping at wall 23 today
currently at wall 20 what do you all think i can get to?
i like the idea and think its a good start, i think people would benefit from seeing the help command at the beginning of the game. or at least know its available. this is a somewhat antiquated format that people will need some instructions for. otherwise just needs more content. what are these walls protecting? if you're adding a story, add NPCs that offer upgrades. consider equipment slots and the ability to craft items to fill them. make walls drop resources you can use to make gear, make gear provide damage type bonuses that can hurt specific material types more. this can alleviate the need for your current method of scaling into exponents so rapidly. the fast scrolling of the log makes it hard to keep track of enemy hp and your current money, consider adding static UI elements that display these. your use of scientific notation, while necessary given the current rate of scaling, is really not good in this format because every number looks the same when there is no animation. if you use static UI elements to display EVERYTHING, even, this problem would be completely fixed. also i didn't look too closely but i believe when i was purchasing upgrades the upgrade cost was not what was displayed as i was frequently only able to purchase one upgrade when i had the money for both - after purchasing one, my available money would drop by more than the displayed upgrade cost. very interested to see updates, keep up the good work!
developer response: static UI is being worked on, but it wont be like you think, its just an auto-clear
Very non-intuitive controls... For anyone wondering type "attack" to attack and "shop" to shop.
developer response: you can also type "a" to attack and "s" to go to shop, its text based, this was the best i could do.
why is there no save button
developer response: there is now, import and export
copy of other game but just bad
Yes this is an incremental game so you don't need the tag, it's just not an idle game (no automations). I don't think it's a clicker though. This game is alright, but it has a lot of flaws. I have lots of suggestions, but please don't feel discouraged by this comment.. It's better than anything I know how to make lol. I'm just hoping to help you out with these suggestions. First of all the white background hurts to look at, you should make it black and the text white, or even have a setting to toggle it. (Maybe make the text colors less saturated too.)
I have no idea how trinket works but if you can change the inputs to clickable buttons rather than typing and the numbers to static changing elements then this game would be a LOT better. TMT would be good, it does a lot of the work for you and there's lots of documentation about how to use it, maybe give it a shot. The plain text is uninteresting, and having to type every single action is boring. You should try to make the game more interesting, both to look at and to play, especially since it's not an idle game and players have to look at the game the whole time. (I have... no ideas for this.) Buying upgrades should also only buy one and not buy the max amount you can afford, unless you include a "buy max" button. You could also add visuals for the walls, each type could look different and they could be cracked or have a progress bar if they are partially broken (don't remove the HP numbers though). Showing what is happening like that is very good, you can look to see how other games do it. The game's main idea and it's current state don't allow for many changes, I don't know how you could add more upgrades or advancements, so maybe you should make a new game or rewrite the concept rather than trying to add to what you have. Currently the game's entire gameplay is attacking and then getting the same upgrades on repeat, you'll want to have different things that players have to do. One thing you could do is have 2 or 3 different walls on screen the player can choose to click on to do different things like give a different currency. Maybe you could think of something more creative than that. Other things you could add are sound effects or a prestige system.
developer response: i understand, the game isnt THAT good, but im just a small newbie, please dontgive me walls of text
You really need to clear old logs, it's effectively a memory leak at the moment
developer response: idk how to do that, trinket probably doesnt support it