well made game, but the boss always wipes me out
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Pixel Seige's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #19 | 4.381 | 4.381 |
Overall | #73 | 3.857 | 3.857 |
Fun | #91 | 3.762 | 3.762 |
Aesthetics | #118 | 4.000 | 4.000 |
Music | #183 | 3.476 | 3.476 |
Sound | #185 | 3.286 | 3.286 |
Mechanics | #295 | 3.143 | 3.143 |
Story | #407 | 2.429 | 2.429 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
No existing assets used.
Comments
Good game but very challenging.
Congrats for creating your own assets!
Made it to wave 9! Great game, but lacks balancing, agree with the comments below, it's hard to purchase upgrades in the later stages, also I would rework the "Closest enemy"/ "Highest hp enemy" targeting, as for me it doesn't have much sense here, better to make archers/ wizards different enough and give the player ability to chose their targets. But overall very nice game!
I really enjoyed playing it, it's really well done but I think is a little too difficult. The prices of the upgrades are a bit too high for me, especially when you get to the round of the boss, if you have already bought some healing previously, healing again costs decidedly too much. I would also reduce the probability of slimes spawning for at least the first 2/3 rounds, because since they have a lot of health, in the initial phases are very difficult to defeat.
Anyway really nice work! with some improvements I think it could become a really fun game.
This is a lot of fun to play! My only note is that the rounds seem to generate the enemies randomly causing difficulty spikes in some of the earlier rounds on some playthroughs. Once I was I made it to around round 20, I felt pretty unstoppable and had no problem clearing any rounds after that even if I opted not to upgrade for awhile. Maybe changing which enemies can spawn in the early (maybe first 4) rounds would help the player to be able to build some money to purchase upgrades. Another possible change would be to let the player collect the money during the round instead of after the round and purchase upgrades in the during the round. Even if the player had to click on the coins to collect them, this would add some additional engagement from the player during the round and help balance out the difficulty. To balance out the later rounds, maybe each round could scale the health of the enemy types up creating the need to keep upgrading. Overall, this was really fun and I hope you continue devlopement on it!
Neat game, I like the minions defending for me (because I'm lazy) and upgrading them.
The first session I died to wave 3 before really being able to purchase anything, but the second session (which I had purchased the same) I managed to get to wave 10 before succumbing to the large blue bois, because they are rooough to deal with. Mostly because of the attrition of having to heal up and not having enough to upgrade anything else.
I like the aesthetic, and the strong thematic colouring of the enemies.
Nice job :D
This is the best I managed, the super big enemy could take a beating and dish one out!
A good, fun game in general. I feel the prices for upgrades were highly priced, often too out of reach. Ideally the player should be able to purchase something at the end of the very first wave, otherwise there's no agency to be had when the fort takes damage on Wave 2. It gives the sense that nothing could be done, whereas if two or more upgrades are affordable and the fort takes damage, the player can think "Oh, I should have tried something different."
The randomization of the waves helps add variety and in theory makes for better replayability, but this also means that the amount of gold the player earns is random as well in a way they can't control. On my first playthrough I could only afford a speed upgrade after Wave 2, and on my second playthrough I could instead buy the much more useful 2xDamage upgrade instead, simply because more enemies spawned for me that run.
I love good feedback, I appreciate all the help and time taken to play my game :). I couldn't agree more that my game has balancing issues, the main reason why some waves spawn fewer enemies is probably due to the money-based wave system I used, I assign the game manager a set amount of money per wave (wave money = 10 * WaveNumber). So it automatically fills an array with enemies that cost a set amount, e.g. normal bipedal enemies cost 1, slimes cost 10, and the big enemy costs 45. I think right now the slimes are not dropping enough coins creating a large rng factor in the game, I shall see what I can do to fix this.
Hey this was game was a gem! I really liked the pixel art and music, and the mechanic of being able to target enemies based on different traits was a fun mechanic. I also felt like the minibosses in the waves was a very cool touch. Nice work!
Wow. Nice job. Really liked the game feeling, gameplay, artwork and theme. Added to collection. Gave me tons of ideas.
I like these kind of games. Good job, it's great what you did in such a short time!
This is awesome! Took me right back to playing CoolMathGames in the school computer room. I could totally see this getting fleshed out more and polished up after this jam and becoming a full game!
The art is great as well! I was about to look for what asset pack you used, but it was all you! Great job all around!
The art and animation are impressive! UI and control are smooth and I really like the shake effect. The upgrades can do with a little improve though.
Great art! Good job creating all the assets for the game. The music is boppin'. I'd like to have access to cheaper upgrades earlier. I like that you added screenshake.
I really enjoyed this one - Nice one! I liked having the different options but not being overwhelmed by different choices. One of my favourites in this Jam!
I really like what you made so far! The art in particular is very nice. Definitely impressive for a solo project. I had a very similar experience as Or with the balancing. I found the screen shake to be a bit too much personally. I also noticed the projectiles can have a hard time adjusting to new targets. It's especially noticeable when archers kill the closest enemy before mages can even fire their projectiles. This technically could repeat and the mages would never fire a single projectile.
Okay! I have applied some small changes to better this game, It would make my day if you could check out my game again:
- Reduced screen shake
- Fixed projectile targeting (especially of the fireball)
- I worked on balancing a bit (the game is more challenging now, allowing it to fit better the theme of making the Last Stand in a battle)
Awesome! I love the changes you made, though I think you made it a little too hard. At least the big enemies in particular are too hard. I think there's a bug if you lose with one enemy remaining, wave 1 only has one enemy. One last "problem" with the targeting/projectile firing is at the start of waves. Normally they fire instantly when enemies appear on the screen, but sometimes they seem to be delayed and wait a second before firing at the enemies. One tiny "visual bug" I noticed was when a normal bipedal enemy unit is touching and attacking the structure and gets hit, they seem to get knocked leftward a little into the structure. Lastly, I highly recommend changing the background colors of your itch page to a less bright color. A similar shade of green might look nice with your game's art.
Great! I love good feedback, I appreciate all the help and time taken to play my game :). I just changed the itch.io page to have nicer background colors. The reason why some waves spawn fewer enemies is probably due to the money-based wave system I used, I assign the game manager a set amount of money per wave (wave money = 10 * WaveNumber). So it automatically fills an array with enemies that cost a set amount, e.g. normal bipedal enemies cost 1, slimes cost 10, and the big enemy costs 45. It was my first time using a system like this and I think that in order for it to truly shine it requires significantly more enemies types and variants.
The game was fun but really unbalanced. It started extremely hard (in the first round, I lost health before I even got money to upgrade anything), but as the game progressed, it became extremely easy. Overall, the game is fun, and I found myself playing up to wave 50. It just needs more balance.
Okay! I have applied some small changes to better this game, It would make my day if you could check out my game again:
- Reduced screen shake
- Fixed projectile targeting (especially of the fireball)
- I worked on balancing a bit (the game is more challenging now, allowing it to fit better the theme of making the Last Stand in a battle)
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