Customization Gun 12+

Yeapp Yazilim Anonim Sirketi

Được thiết kế cho iPad

    • 3,0 • 1 đánh giá
    • Miễn phí

Ảnh Chụp Màn Hình

Miêu tả

Collect the essential elements to upgrade your weapon. Merge the collected elements to strengthen your weapon.

Có gì Mới

Phiên bản 1.1

New weapons added.
Bugs fixed.

Enjoy the game!

Xếp hạng và Nhận xét

3,0/5
1 đánh giá

1 đánh giá

Happy_Schizo ,

Creator Feedback

So I’ve played a lot of gun run games, from weapon craft run to evolving bullets. I see a lot of potential for this one, but I have a few critiques that may just be intentional to how you wanted the game to play out.

1: Unused “mines” before weapon progression:

I noticed that even after reaching the level cap on the parts for the current gun your still getting more mines than what the cap allows. This feels like a pointless resource cap since the mines roll over, so as an alternative I feel it would be good to be able to either sell excess parts to progress quicker or even as a thought have the higher level simply be a “parts+” where their appearance may not change but the stats still increase.

2: progression tedium:

In trying to progress to the next gun stage there is a lot of unnecessary and , frankly, boring tedium. Money comes in slowly with the max mines you can grab before multiplying seeming to be 16 each, and yet at later stages to buy more multiplier slots you start having to pay thousands rather quickly. This could be rectified by either allowing excess parts to be sold, as previously stated, or having the cost increase scale go up by hundreds instead of five hundreds+.

3: Range is pointless and useless.

So many boosters and mine nodes are so close together in the stage that it feels like the whole goal is eventually to just avoid boosting range and make sure you’re boosting fire rate. While this may seem like it’s just making it simple we still are forced to have range considered in other areas. I would suggest spacing them out and making the stages longer so the choice of range or fire rate can be a tactical decision. The game already makes these things simple enough by just boosting stats mostly across the board with almost any part placement. We don’t need everything over simplified.

4: Booster limit unreachable:

The target boosters for upgrades and gun add ons seems unreachable completely. Even after progressing to the AK with level 5 everything I still can’t fill a target no matter how much I focus on it ASAP. It makes it feel like a carrot on a stick that I just “try so hard and work for” but ultimately I realize it is unreachable unless it’s only at the final gun, in which case you practically beaten the game so it’s pointless. Instead have their difficulty scale, perhaps based on assessing how you did on the last stage? Such as if you filled them on the last stage, than it’s time to make them harder, if you didn’t, than keep them where they are at.

5: The show of a final gun so close in site:

The enjoyment of gun runners is endless progression, even if it’s just in numbers and no longer visuals. Even if we’re just getting news skins of the same guns to make them look fancier as they progress, something has to be tweaked where the end isn’t just prevented by tedium of getting there. If the end to tedium is just a mini-gun, it feels like climbing Everest just so you can find the biggest boulder.

This game has a lot of potential, combining you typical fun fun run game with a plinko game that allows strategic placement as opposed to fully random chance, and a merge collector. I hope you take these criticisms in good taste as I think this game could outdo most other gun runners out there, just needs some work. For what it is and appears to be right now, it’s enjoyable from time to time, but nothing more than a few minutes here and there. I hope to see you build this into something that could be enjoyed for at least half an hour if not longer.

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