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Oh, it's the game I was waiting for.
Kind of underwhelming so far. Some traps outright don't look like they are doing much. It feels mostly like wrestling with enemy pathfinding instead of building cool contraptions, but I'm guessing it's a matter of using barricades correctly.
Second map doesn't spawn any enemies.
-A frame rate limit should be one of the first things you add in Unreal.
-Right clicking should cancel placement instead of Q.
-UI is too small and cramped; put the prices under the icons.
-Raise and lower the camera instead of zooming.
-Bounties for enemies are way too low.
-Needs progress bars to show trap recharges times.
-Traps don't seem to synergize very well. What's the point of slowing down enemies if there's no source of constant damage to take advantage of it?
-It's hard to predict exactly what path enemies will take and whether your traps will be able to hit them.
Didn't play for long since it's abandoned and I can't limit the frame rate.
Comments
Oh, it's the game I was waiting for.
Kind of underwhelming so far. Some traps outright don't look like they are doing much. It feels mostly like wrestling with enemy pathfinding instead of building cool contraptions, but I'm guessing it's a matter of using barricades correctly.
Second map doesn't spawn any enemies.
-A frame rate limit should be one of the first things you add in Unreal.
-Right clicking should cancel placement instead of Q.
-UI is too small and cramped; put the prices under the icons.
-Raise and lower the camera instead of zooming.
-Bounties for enemies are way too low.
-Needs progress bars to show trap recharges times.
-Traps don't seem to synergize very well. What's the point of slowing down enemies if there's no source of constant damage to take advantage of it?
-It's hard to predict exactly what path enemies will take and whether your traps will be able to hit them.
Didn't play for long since it's abandoned and I can't limit the frame rate.