comments for Rain Collector
sort: go backUpgrades don't have much variety and prestige gives such a small boost that it doesn't really speed up the gameplay. Adding upgrades to buy with raingold (while keeping the 1% permanent boost) would make prestiging feel much more involved.
Also, I don't need a notification every 5 seconds that the game has saved, it's quite distracting and annoying.
developer response: thanks! as for prestige not speeding it up much, it's very much doable to get >300 in the first run, which does give you a noticeable difference. and the 2nd prestige currency has upgrades
Tried spending them all and getting back up to 1k but that didn't work either.
developer response: Ah my bad, there's a little typo - it's 10000 (1e4), not 1000. Will be fixed in a moment
That's a big problem with user feedback. It's hard to properly analyze where the strengths and weakness of something lie, and what specifically about something a person likes and dislikes. That's not to say the feedback is bad, but you often need to play around and try to see if the problem is actually what's stated, or if the issue is something else that impacts the user experience.
If your curious, People Make Games did a video on how a gun in Wolfenstein: Enemy Territory was "nerfed" by changing the sound effect tied to it. Another famous example is how World of Warcraft originally had the Rested XP system; it was a penalty for playing too long instead of a bonus for taking a break.
I can't speak for anyone else, but what I personally find unengaging about this game is the lack of any variation in the gameplay loop. At least as I experienced it, there's nothing to really hold a player's interest after the initial trial period, nothing to make them want to see the next unlock or mechanic. The upgrades also don't feel particularly substantive; there is a fair chance the player could be discouraged during early prestiges if the boosted rate feels underwhelming. Or to put it another way, your Skinner Box should have a stronger early positive feedback loop.
developer response: great comment! I watched the video, and it's pretty funny what happened there, but also interesting. I shouldn't have followed the feedback in such a straightforward way. (and understanding what people want is difficult for me in general)
I think the lack of variation is the most common complaint now, and I totally see why. I did a new run with a friend right after it was released here, and even though it has a few currencies/features now, it's still very repetitive. Some people like that, but some don't (and I guess nowadays people tend to be on the don't side). Making the gameplay more diverse is a big plus for the people who don't like repitition, while those who like it generally don't mind. I will try to think of such ideas and implement them in the following updates. If people have any ideas, I will read them of course. Thanks!
developer response: the flower and bottle are just background deco haha. I love patch notes and they're all in a file, I will probably make it possible to go back in the next update.
The FAQ (or some sort of help) idea is great... raindrops, bubbles and now muddrops are the main falling currencies, after 2000 raingold you start unlocking them. raingold is the prestige currency for raindrops, and glowbles for bubbles. clicking the grayed out parts tells you what you need to unlock. I'll add more help!
developer response: thanks! I will make them a bit slower
Also why does the music reset when you got back from the upgrade menu. That makes the music not even useful to enable.
developer response: you're right, you need to be moving your mouse to collect stuff. I will take care of that and the music later this month, thanks for spreading awareness!
developer response: you can get to 5-15% in no time, and I think that is pretty fair. if you want faster progress then you play more actively
developer response: that's good to hear! it will keep getting updates, so the longer you wait, the more it will have changed :)
This also feels like a take on Smashing Simulator.
<meta name="mobile-web-app-capable" content="yes">?developer response: maybe, but isn't a muddy style fitting? and I guess that stems a lot from the dark background and overall dark color theme
developer response: thanks a lot for your lengthy review!
| WEATHER: I agree that 300s could be too long. Thunder makes you earn 25% more iirc. It is possible to get rainy (-> no change), I'm not sure whether to keep it or not. | EVENT: the egg Raindrops/Bubbles spawning when you go back is because stuff is no longer destroyed when you are in a menu (and with a setting you can even make them not pause) | SAVES: autosave has been a thing since day 1, but it's your regular webgame save, so if your cache gets wiped it's gone. it saves every 5 seconds | GRAPHICS: I agree. The game is meant to be both playable on PC and mobile (portrait), and I think gameplay-wise that works well, but certain graphics are definitely not optimized for PC













developer response: Good idea - and it seems like many would prefer if just moving is enough - it will be changed soon! :)