Arcannon
if the web build is very laggy, try the download for now! optimization patch is coming very soon
experimental incremental game inspired by Nodebuster, Bloons, and my previous prototype, baller!
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still in very early development; there's no ending, only a few skills, and the pacing isn't all there yet. as such, i need your feedback! if you have any critiques, ideas, or find any bugs, please leave a comment!
right now, i can't guarantee that saves will persist across versions. i will post a devlog to this page if an update contains breaking changes. make sure to follow my page if you'd like to be notified about new features and fixes!!
Updated | 4 hours ago |
Published | 4 days ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 3.5 out of 5 stars (10 total ratings) |
Author | Ivy |
Genre | Strategy |
Made with | Godot |
Tags | 2D, Idle, Incremental, Minimalist, No AI, Physics, Relaxing, Short, Singleplayer, upgrades |
Average session | A few minutes |
Download
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Click download now to get access to the following files:
arcannon-win.zip 36 MB
Development log
- First public build! First patch!4 days ago
Comments
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Game not loading. FF.
still waiting on run dependencies: index.js:9:510077
dependency: wasm-instantiate index.js:9:510077
(end of list) index.js:9:510077
Thank you for bringing this to my attention! I haven't thoroughly tested the game across browsers. Does it halt on the Godot loading screen, or the in-game loading screen?
Godot screen
This is fun! I look forward to see where it goes :)
uhhh, this seems like a good game, but uhhh, im on a mac and idk what is going on as im kinda on this loading screen or when it loads, nothing I click/type works, can you you please try fixing this or explain to me what i'm missing?
try firefox, worked for me
Thank you for letting me know! I don't currently have access to a Mac, so I hadn't tested it there at all. For now, it sounds like trying another browser may help, but I will ask a friend to bring over their laptop soon so I can see if a downloadable Mac export is possible.
This game was part of my third Indie Game Contest and for the first time ever the contest ended with 3 games being very closely tied for who should win. I am happy to say that in the end your game came out on top and received a donation!
As for the game itself, what a fun time killer. I have always enjoyed a good incremental game now and then and yours is probably one of the more enjoyable ones I have played. Initially I maxed out the skill tree and hit a wall on level 3. I was taking so much damage it was pretty much impossible to progress. At this point I had spent about 30 - 40 minutes with the game. Unfortunately for me I was in deep at this point and confident with strategical skill tree upgrades I could beat level 3. This kicked off a 2+ hour play session on stream where I talked about ideas and and gave feedback on the game. In the end I was able to beat level 3 and level 4 before hitting what I believe is a hard wall at level 5.
• The skill tree is a fun idea to keep the player playing the game. I liked how new skills would be revealed as you upgraded things in the tree. Kept me wondering just how far the upgrades could go if I just kept playing.
• The game is minimalistic in it's mechanics but the mechanics are all well done. Having the enemies also do damage to you is a great choice as it allows for more skills in the tree to offset this as well as giving the player a bit of strategy to their play. For example in later levels when enemies are doing more damage it is actually beneficial to NOT upgrade ricochet so the amount of balls you have out are not staying on the field causing you to take more damage.
• There is an odd bug going on behind the scenes where the game lags if you move the aiming line all the way to the left of the play field. Not sure what could be causing it because I am not a developer but on stream I guess it could be that some check is taking place to ensure the aiming line isn't going past the allowed point but spamming that check which causes the slowdown.
• I like the minimalistic take on the enemies because it gives you a lot of freedom and a bit of an easier time when it comes to adding new varied enemies.
• One thing I did mention on the stream is that it would be cool if the game had a sort of prestige system where after you begin to hit a wall you could reset your skill tree in order to receive a special currency that can be used to unlock permanent upgrades for future runs. This upgrades could be both stat upgrades but also unique modifiers to the experience. It might also be worth it to allow people to respec their skill tree for when they want to try a new strategy like I did.
• I know it is probably planned already but I do feel like some kind of background music would add to the experience as having the game be primarily silent could make it feel monotonous over time.
Thanks for all the hard work you are putting into the game, I look forward to seeing how it progresses. Lastly, congrats on winning the Indie Game Contest!
WHAT!!!!! thank you michael electric!!!!! i didn't even know i was IN a contest!!!!!!
i really, really appreciate the detailed feedback, the game is at a super malleable stage where I can mess around with a lot of the mechanics behind the scenes, so reviews like yours help shape arcannon's development a ton!
i've found some of the main performance bottlenecks (like the aiming system) and am stamping them out behind the scenes as I write this out. the softlocking with rebounds and enemy spawn upgrades totally slipped past me before release, but after a lot of feedback i'm making big changes to the skill tree to make sure there's less "trap" options. i think your prestige/refund system is also a great solution to allow build variety without making anyone feel stuck in something sub-optimal.
i really appreciate your work spotlighting and supporting indies, and I will be watching your VOD later tonight to learn from your live playtest. thank you for giving me the exact boost i needed to start my friday dev hours!
It was a pleasure to play honestly. I hope my VOD can give you some insight into the player experience although I will warn you that I believe my sanity started to devolve at a certain point lol. I look forward to seeing how to game progresses and definitely would like to showcase it on the channel again in the future. Also, I don't really tell any of the developers I have included their game in a contest. I just choose a bunch and at the end of it all I donate to the game I felt was best. To date I have donated almost $400 to indie developers and really it's the least I can do after how much entertainment indie devs have brought me. I don't think many people realize just how much work it is to make an indie game. Sure, everyone can come up with a "great idea" for a game but to actually conceptualize and produce something takes a staggering amount of work. I really appreciate everything you are doing so keep up the great work! I am also happy to provide more testing if when you release further builds if you need someone to take a closer look at things. Just shoot me a message any time. Enjoy your Friday dev day! Cheers!
Cool idea, very easy to softlock though. The Summoning upgrade is super dangerous, if you buy too many ranks of it before getting any of the boss upgrades it becomes impossible to reach the boss. Every time you hit an enemy it deals damage, and there aren't enough survivability upgrades in the part of the tree you can reach without boss currency to survive hitting that many enemies. Seriously, if you max all pre-boss upgrades, you still can't get far enough to even see the boss. Could use more survivability upgrades placed at the start to negate this, gotta start a new savefile now. Like the idea of the game, though, stacking bouncing projectiles is satisfying.
thank you for bringing this to my attention! the left and bottom paths (Stability and Summoning) are planned to be further in the progression tree behind some not-fully-implemented upgrades, so I hadn't fully tested their impact as such early nodes. i've added this to my bug tracker!
It seems like there isn't a benefit to moving past the first stage, at least early on.
right now, further rift levels give you more star rewards, but in the future i may only give out star rewards the first time a boss is defeated. i want players to be able to go back a level and farm rewards, but you're right that there should be more incentive to progress!
Not even counting the boss rewards, you also get way less of the normal currency. (Some of that may have been that I didn't go for crit first because I didn't realize it had cheap damage upgrades behind it)
yeah, i think you're totally right that the incentives are a little shaky overall. since each level is harder and gives the player less kills, it will naturally mean a big drop in income as soon as you enter the next level. i'm going to prototype some new strategies to see if there's an elegant solution!
Appreciate that the lowest possible angle almost perfectly bounces into the corner(slightly overshoots, and I'm not sure it's intentional, but it's still nice). I'd love some collection upgrades, since it really bothers me to see all the Little Nameless Bits just sitting there uncollected after I finish a level. Maybe any leftovers could be collected at the end for a certain percentage of their value, so you're still encouraged to collect them during gameplay. Now that I've figured out what's going on that's my only complaint aside from it being small, but that's just how games work when they're less than a day old.
all in all, great game so far, and I only included any complaint since I don't like leaving generic comments
i really appreciate the detailed response! not generic at all :]
i think youre totally right about the crystals feeling lonely on the end screen. i'll see what i can do!!
The game remains playable in the "Rift Complete" screen. Which means you can just sit in that screen and infinitely farm blue essence.
Edit: This will update the essence earned for that wave. But once you exit the wave. You don't get the full payout of blue essence.
thank you for your feedback! i wanted to let the funny balls keep bouncing around, but not do any damage, and clearly that isn't working right. i've added this to my bug tracker and it will be fixed in the next update :]