| Fun |
Prod |
Inno |
Disq |
N/W |
Comments |
| 2 |
2 |
2 |
|
|
Is health going up good or bad? Wasn't clear what I was doing in the game. |
| 3 |
2 |
3 |
|
|
Oookay, I played through three times and read the Readme and I have no idea what the strategy is. It's pretty unclear what effect anything is going to have on the moon health. Is it things in the left column boost it by some random amount, and things in the right column reduce it by some random amount? I'm kind of a sucker for these Candy Box-style games, but usually they don't let you lose! :) |
| 2 |
2 |
2 |
|
|
It's a Cookie Clicker clone. It's interesting to observe why Cookie Clicker is awesome and MoonGame is not. MoonGame has all the basics, plus something about Blue-Red balance. It should be _even more awesome_, right? But: It does not _look_ awesome. It need animations. It needs character. It needs feedback. I want to see my cheese shops. I want to see the money roll in (instead of just updating the number once per second). It's hard to understand what's going on. It needs tooltips. It needs to makes easy to understand. How am I supposed to know that higher Moon health is bad? How am I supposed to know that at 255 it's game over? How am I supposed to know that the goal is to get the health to 0? And even then it would be kind of boring. You need to give me something to work toward. In Cookie Clicker it's a complex system of achievements and upgrades. They are necessary to string along the player. |
| 3 |
3 |
3 |
|
|
A little confusing, but quite an interesting concept once you get the hang of it. |
| 2 |
2 |
3 |
|
|
Not sure how you tell the red/blue balance... it tints the moon pic? could do with some instructions |
| 1 |
2 |
1 |
|
|
Sorry to say that I didn't get much joy out of this game. I found myself buying a couple of cheese shops and a moon museum and then pressing the blue filter button repeatedly every few seconds. The moon just seemed to stay a same shade of red so I had to go by the Moon Health level. It's probably a decent outcome for 4 hours of work though. |
| 2 |
2 |
3 |
|
|
I think there was a good idea behind thins but the game itself doesnt give enough information to inform the next decision |
| 3 |
3 |
4 |
|
|
The game is quite fun, and it's an interesting idea. It took me some time to work out that highter numbers for health was bad, but after that, the game made a lot more sense. |
| 2 |
3 |
4 |
|
|
It could use a couple of extra hours of work. |
| 2 |
2 |
2 |
|
|
nice try for your first pyweek! |
| 1 |
2 |
2 |
|
|
Well, I *think* I understand how it works but I can't really tell. I'm too confused! it definitely needs better instructions, perhaps in-game. Good luck next PyWeek! |
| 1 |
2 |
3 |
|
|
I don't get it. I don't like frantically clicking on things :/ |
| 2 |
2 |
2 |
|
|
This looks quite promising for the short time you were able to spend on it. It would be good to include some sort of strategy guide to help the player understand the underlying model for how to improve the moon. |
| 1 |
2 |
2 |
|
|
I don't like this kind of games and I don't think this one was even playable.. |
| 2 |
2 |
2 |
|
|
Wasn't entirely obvious what I was supposed to do, until I read the source. "Moon Health" is deceiving - the easiest way to win is to get this to 0. |
| 3 |
3 |
3 |
|
|
I just put the ratings at average because at the moment I can't really play the game because of some things I don't understand: (1) What does buying red or blue filters do? (2) Is a goal of mine to have the moon's health increase? |
| 3 |
2 |
3 |
|
|
OK, for a 4-hour effort it's pretty good. The concept needs to be developed, it's a bit linear, but it's playable and I managed to win :) Might be interesting to expand into a full game in the future. |
| 1 |
2 |
2 |
|
|
Unbalanced and very easy. Unclear what the non-filter options on the right column did. |
| 2 |
2 |
3 |
|
|
It is not clear what there is to do (to save moon the health must be 0, why?). It is not enough difficult and the game isn't so funny. |