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Flick Defense difficulty balancing

Hello everyone! We, KoalaBallahs, were wondering if we could get some help balancing our newest game, Flick Defense.

Many people have been giving us mixed reports on the difficulty, specifically the arrow angles. We would love to get some feedback! The Demo version is free to download!
 
i just tried the demo. It is a nice concept of a game. I love u can flick it but the flicking kinda doesn't' work for when the people are at your castle. I would prefer if i can aimed correctly for the people that are the closest. Plus I would like it if there was some of reloading bar so I know when i can shoot again. I couldn't tell and just quickly flicking the screen without knowing when i can shoot again.
 
I think the idea is you can only shoot so many arrows at a time. I think you start out being able to shoot only five arrows at a time, and as the arrows land you can proceed shooting accordingly.
 
Well for one thing instead of having to wait until the arrows to land why not a reload bar? Otherwise while fighting bosses the piercing upgrade becomes more of a hindrance than a help. Also shrinking the angle of the first upgrade of multishot could help. Reducing the time it takes to get the bonuses from the parachute boxes would make them more worthwhile. I love the concept just needs some fine tuning. The option to save could be cool.
 
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