Just one thing, the translation is dreadful. For instance, in spanish every button that says "Close" (like in "close the window") is translated to "Cerca" (which means close like in "too close to the TV"). And the most confusing was "Round Length" which was translated sort of like "the length of a round circumference" and I thougth that would increase the area of attack.
I don't know what you used to translate the game to so many languages (AI? a third party tool?) but it's not working correctly. I'd remove that altogether until someone double-checks it because it doesn't help at all.
I use Google Translate for the translation (I know it's bad). The translation mostly exists for people who do not speak English. If games were to gain more popularity and we had more budget, I would love to pay for professional translation.
It was a fun demo to play, however, I didn't see my equipped weapon. Also a QOL feature, I'd love to be able to skip past the animation at the end of the match. What's the ETA for release?
In the upper left corner, there is a description of how to play the game. But simply put, you just need to drag over Clankers and wait until the weapons that are in the middle of your screen attack.
Game has lots of potential, but I just find it unfun to play after a while(about 20-30m) Main thing demotivating me from playing is sometimes only 1 or 2 clankers spawn, sometimes even 0. What makes keep on mining (which seems to be inspo for this) fun to play is that you always have a lot of rocks to mine in a round. Skill tree could also be more clear, it's kinda pain to navigate. And I wish we got some weapon slot upgrades since weapons are a main draw of the game.
But overall I think game looks visually great, and gameplay with weapons is fun but spawn irregularities really kill the fun of it.
The demo is intended to last around 20-30 minutes. Normally, you wouldn't max out an upgrade before getting 1-3 layers above it, which is why it feels slow after the 20-minute mark. It's very important that the feedback you've given, I will start looking into a way to implement a proper condition for informing the players that they have finished the Demo.
In the next 50th version update, a minimal clanker spawn of 3 small blue ones will be added.
In the current version, dragging is added to the skill tree, as many people mentioned that the old movement was unintuitive.
A weapon slot upgrade exitst, and is available in the later stages of the game, which are unavailable in the Demo sowy.
Thank you for your feedback, its very constructive and helped me a lot in building a list of fixes the game needs.
Yeah these demos usually last for that amount of time I am aware. I just end up being a madman and try to max most of them out lol
But seriously the clankers spawning not spawning sometimes at the beginning is the biggest thing and I am glad that is being fixed. I suspect this isn't the problem in the main game after a while. Excited to see how it develops!
Tbh the weapon mechanic is really intriguing makes me want to play and unlock more
I barely started but since it doesn't save progress I don't think I will retry soon
The upgrade part is full of cool effects, but it's slow and the upgrades are not clear, so it felt heavy and it became annoying
The game part is very frustrating as you start. Super short time, you miss often, focusing to let your cursor on an enemy is tiring... It should have got the effects instead of the upgrade screen to make the game more juicy and satisfying!
I think you have some thinking work to do and have to be wise, but seeing all the work the game already has, I have good hope the game becomes something good :)
It took a lot of time to build a system for saving progress locally for the full game, so I did not put myself into making one for the WEB.
Seeing that it is a noticeable problem, I will go through the hell of making a web-saving system for my next game. Your feedback matters!
Are the descriptions of upgrades not clear, or are the names?
Yes, that is definitely true. Polishing of Clankers started with the upgrade system, and after 80 hours of polishing it, it became clear that I've set the bar too high, which resulted in unequal distribution of effects.
Thank you very much, CLankers will be as good as possible!
Your feedback is invaluable. Once again, thank you for playing and giving your feedback.
I do agree with you , and I was planning to make one, but in the end, I've decided not to and instead I've spent time adding far more tooltips, eg, when you drag over the amount of dollars you possess, there will be a tooltip about dollars shown to you.
I'm not overly confident in making a tutorial that wouldn't be annoying to players, and therefore decided to move my effort towards providing additional information to players with tooltips and an additional mini-tutorial in the upper left corner.
Thank you for playing the game and giving your feedback!
Hard agree with agitodev. Text getting obscured by the character sprite on the textboxes is particularly frustrating when trying to figure out how to play.
Why are the items in the equipment slots blinking in and out?
Holding (not dragging) right click to pan around the upgrade tree is very counterintuitive.
What's with the weird numbers in the skill tree? +0.0193% Efficiency? x0.00274 Attack?
In the nicest way possible, I feel like this game is doing a lot of things to try and be different which is not in itself bad, but most of them don't really have the intended effect, or even detract from the experience.
The text being obscured by the character sprite is indeed a problem and is dealt with in this update. Thank you for informing me about said issue.
The weapons in equipment slots are blinking in and out to showcase them being activated and used.
Yes, I would really love to have added dragging, but even after many tries, I failed miserably in doing so. If someone could direct me to resources portraying how to make a dragging movement system, it would be a godsend.
Well, the skill tree starts with lower values and then increases to greater values, for the sake of them not going crazy, they need to start very low.
Thank you for the compliment (it's very funny considering how this game is my finest attempt at "fitting in/being normal") .
If you could list what you find distracting or lacks the intended effect, I would gladly fix them.
Thank you for playing. Please note that your feedback is heard and being applied immediately. Cheers! :D
I will look into ways of making visuals less distracting. As of now, it is just the way I make games look, so I'm not sure what exactly to change.
For now, I'm going to put Ms. Clank in a way that doesn't obstruct the text as much.
The field being empty is quite a rare case, so considering that it has upgrades for both map size and spawn frequency, a minimal spawn number was never made.
I'll look for ways to dial down the effects.
The "skill" explanations exist to make them easier to understand. A visual tutorial might have been better, but it was out of scope for this game. I will look into adding a wiki with more details to my future games.
Clankers doesn't have an auto-rotating system for descriptions, but in the upgrade system, you can use "AWSD" or "Right Click" to move, so that shouldn't be a problem.
The last thing is a bug, I will fix within the next hour. Thank you for reporting.
Once again, thank you very much for playing and sending such an exhaustive review of the game :D
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Fun game.
Just one thing, the translation is dreadful. For instance, in spanish every button that says "Close" (like in "close the window") is translated to "Cerca" (which means close like in "too close to the TV"). And the most confusing was "Round Length" which was translated sort of like "the length of a round circumference" and I thougth that would increase the area of attack.
I don't know what you used to translate the game to so many languages (AI? a third party tool?) but it's not working correctly. I'd remove that altogether until someone double-checks it because it doesn't help at all.
Other than that, fun game, good job!
Thanks!
I use Google Translate for the translation (I know it's bad). The translation mostly exists for people who do not speak English. If games were to gain more popularity and we had more budget, I would love to pay for professional translation.
Thank you, have a prosperous day!
Leon.D
It was a fun demo to play, however, I didn't see my equipped weapon. Also a QOL feature, I'd love to be able to skip past the animation at the end of the match. What's the ETA for release?
Thanks for playing!
Did the weapon not equip?
Sadly, the animation is connected with counting your new money, so it would be rough.
Clankers releases on 2nd December, next Tuesday!
Have a prosperous day!
Leon.D
Just wanted to say that getting flashbanged everytime you open the upgrade tree by the upgrade you already possess is incredibly annoying
I see, thank you for playing and giving this feedback. I will add to my fix list.
Have a prosperous day!
Leon.D
It looks beautiful, but I haven’t been able to figure out how to play it.
Thank you!
In the upper left corner, there is a description of how to play the game. But simply put, you just need to drag over Clankers and wait until the weapons that are in the middle of your screen attack.
Cheers!
Leon.D
Hello, if you are planning on adding translation to your game, I would like to help with Turkish!
I would gladly use any help I can get. What's your preferred way of contacting?
Leon.D :D
Hi, you can check my profile; you can contact me via mail or Discord. I am fine with both
Clankers? More like robots
Exactly, very evil robots which are stealing our jobs!
Game has lots of potential, but I just find it unfun to play after a while(about 20-30m)
Main thing demotivating me from playing is sometimes only 1 or 2 clankers spawn, sometimes even 0. What makes keep on mining (which seems to be inspo for this) fun to play is that you always have a lot of rocks to mine in a round.
Skill tree could also be more clear, it's kinda pain to navigate. And I wish we got some weapon slot upgrades since weapons are a main draw of the game.
But overall I think game looks visually great, and gameplay with weapons is fun but spawn irregularities really kill the fun of it.
Thanks for playing the full demo!
The demo is intended to last around 20-30 minutes. Normally, you wouldn't max out an upgrade before getting 1-3 layers above it, which is why it feels slow after the 20-minute mark. It's very important that the feedback you've given, I will start looking into a way to implement a proper condition for informing the players that they have finished the Demo.
In the next 50th version update, a minimal clanker spawn of 3 small blue ones will be added.
In the current version, dragging is added to the skill tree, as many people mentioned that the old movement was unintuitive.
A weapon slot upgrade exitst, and is available in the later stages of the game, which are unavailable in the Demo sowy.
Thank you for your feedback, its very constructive and helped me a lot in building a list of fixes the game needs.
Have a prosperous day!
Leon.D :D
Yeah these demos usually last for that amount of time I am aware. I just end up being a madman and try to max most of them out lol
But seriously the clankers spawning not spawning sometimes at the beginning is the biggest thing and I am glad that is being fixed. I suspect this isn't the problem in the main game after a while. Excited to see how it develops!
Tbh the weapon mechanic is really intriguing makes me want to play and unlock more
untill the game has progress saving I can't recommend this game but you cant be mad at killing these stupid oil head, rust bucket, clankers.
The progress saving system was made for the final downloadable version, so in the end, I did not build a secondary saving system for the web version.
I see your comment, and it increased the importance of this feature, so you are making a difference.
These oil-stinking, bandwidth-munching, job-stealing steel stomping CLANKERS must be killed.
Leon.D :D
Understood have fun clanker killer
I barely started but since it doesn't save progress I don't think I will retry soon
The upgrade part is full of cool effects, but it's slow and the upgrades are not clear, so it felt heavy and it became annoying
The game part is very frustrating as you start. Super short time, you miss often, focusing to let your cursor on an enemy is tiring... It should have got the effects instead of the upgrade screen to make the game more juicy and satisfying!
I think you have some thinking work to do and have to be wise, but seeing all the work the game already has, I have good hope the game becomes something good :)
It took a lot of time to build a system for saving progress locally for the full game, so I did not put myself into making one for the WEB.
Seeing that it is a noticeable problem, I will go through the hell of making a web-saving system for my next game. Your feedback matters!
Are the descriptions of upgrades not clear, or are the names?
Yes, that is definitely true. Polishing of Clankers started with the upgrade system, and after 80 hours of polishing it, it became clear that I've set the bar too high, which resulted in unequal distribution of effects.
Thank you very much, CLankers will be as good as possible!
Your feedback is invaluable. Once again, thank you for playing and giving your feedback.
Have a prosperous day :D
Leon.D :D
a tutorial would be nice
I do agree with you , and I was planning to make one, but in the end, I've decided not to and instead I've spent time adding far more tooltips, eg, when you drag over the amount of dollars you possess, there will be a tooltip about dollars shown to you.
I'm not overly confident in making a tutorial that wouldn't be annoying to players, and therefore decided to move my effort towards providing additional information to players with tooltips and an additional mini-tutorial in the upper left corner.
Thank you for playing the game and giving your feedback!
Have a great day! :3
Leon
Hard agree with agitodev. Text getting obscured by the character sprite on the textboxes is particularly frustrating when trying to figure out how to play.
Why are the items in the equipment slots blinking in and out?
Holding (not dragging) right click to pan around the upgrade tree is very counterintuitive.
What's with the weird numbers in the skill tree? +0.0193% Efficiency? x0.00274 Attack?
In the nicest way possible, I feel like this game is doing a lot of things to try and be different which is not in itself bad, but most of them don't really have the intended effect, or even detract from the experience.
The text being obscured by the character sprite is indeed a problem and is dealt with in this update. Thank you for informing me about said issue.
The weapons in equipment slots are blinking in and out to showcase them being activated and used.
Yes, I would really love to have added dragging, but even after many tries, I failed miserably in doing so. If someone could direct me to resources portraying how to make a dragging movement system, it would be a godsend.
Well, the skill tree starts with lower values and then increases to greater values, for the sake of them not going crazy, they need to start very low.
Thank you for the compliment (it's very funny considering how this game is my finest attempt at "fitting in/being normal") .
If you could list what you find distracting or lacks the intended effect, I would gladly fix them.
Thank you for playing. Please note that your feedback is heard and being applied immediately. Cheers! :D
Leon.D :D
The visuals are nice but just way too much, text is hidden and all the effects are just distracting and overloaded
Sometimes the field is completely empty when starting to kill clankers
The first slash usually misses as it auto triggers before theres time to actually aim
All in all good game but please dial it back with all the effects
Zoom for skill tree does not seem to work properly for me, the effects is barely noticable when I scroll out wth my mousewheel
For me its rather unclear whet some of these skills even do, whats "efficiency"?
The text desription of skills is sometimes bloacked by the 2 top buttons on the skill menu
The mouseover effects of skill nodes seem to trgger again and again when moving the mouse over the skill tree nodes
I will look into ways of making visuals less distracting. As of now, it is just the way I make games look, so I'm not sure what exactly to change.
For now, I'm going to put Ms. Clank in a way that doesn't obstruct the text as much.
The field being empty is quite a rare case, so considering that it has upgrades for both map size and spawn frequency, a minimal spawn number was never made.
I'll look for ways to dial down the effects.
The "skill" explanations exist to make them easier to understand. A visual tutorial might have been better, but it was out of scope for this game. I will look into adding a wiki with more details to my future games.
Clankers doesn't have an auto-rotating system for descriptions, but in the upgrade system, you can use "AWSD" or "Right Click" to move, so that shouldn't be a problem.
The last thing is a bug, I will fix within the next hour. Thank you for reporting.
Once again, thank you very much for playing and sending such an exhaustive review of the game :D
Leon.D :D
Very welcome and good luck with your game
Thanks! :>