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Fighting Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall enjoyment | #2 | 3.896 | 3.896 |
Length of the game | #2 | 3.646 | 3.646 |
Speed of the game | #2 | 3.396 | 3.396 |
Originality of the game | #3 | 3.750 | 3.750 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Not really a game for me, I had good fun with it for the first few prestiges but it got a bit boring after a while, though I have the attention span of a fly so that might not help. It also seems to have some sort of performance issue that caused crashes multiple times, but that aside not too bad.
I made it all the way to Wave 140 before the game started slowing down my computer to the point of being unplayable. It was fun for a while, but got a bit dull after strategies. On the topic of strategies, being able to be make in seconds until the end would be pretty neat as I always wanted the x10 Damage right before the end and would have to eyeball it.
Quite a bit of the game is fairly unintuitive. While the most fun I had was with figuring out how "Metal x2"worked and messing around with it, you should mention somewhere that it also boosts Weapon progress. Metal snowballing was also likely the reason it slowed my browser down to such an extreme degree. Recon Mode on the other hand, was never something I figured out. Given that overkill doesn't work in Recon made it more about time, but even balancing between that and metal, I wasn't able to get much in the way of progress, to the point that I was able to move the blue bar quite a bit during my first ever run, but every run afterwords would barely move the bar. I never made it out of 1/2 hp. Troops and "Recruit x2" also took me a tiny bit of study to figure out how they worked, but I think that one is more on me than the game.
It also barely feels like it fits the theme. Yes there is a timer, but I don't think that is enough on it's own (mind you this is my first game of the jam, so I don't know how difficult it is to include the theme at this time; I may change my mind after more points of comparison)
Overall, it was fairly good game for the majority of its runtime with just some minor issues in explaining itself
Like other games of yours I've played, this felt well balanced. Some of the ways the mechanics and numbers interact were a little confusing and unintuitive at first (like the relationship between weapons/ranks/troops and what the actual value of a new level of each is/how it impacts things), but not too complicated to work out. (but I didn't play long enough to be able to understand recon mode at all, or exactly how the bar under the enemy portrait functions since I didn't see it filled up past 15% or so, though I could guess)
I enjoyed the level of decision making required, small increments of minmaxing for hitting the next highest wave, and fiddling with the energy and metal sections before idling a bit. Good rate of progress, good balance, nice unlock frequency.
This might just be my experience, but when I unlocked the prestige feature my heart sank a bit and that's where I've stopped playing. I didn't realize a "full reset prestige" system would be here, and glancing at the first 1.5 columns of prestige upgrades, their costs, and how much I can prestige for, I don't feel interested in replaying it multiple times even if there's actual new gameplay deeper in. (I played up to highest wave 77 and can prestige for 28 points but haven't prestiged)
Run-of-the-mill prestige angst aside, I did enjoy what I played a lot, and for me this is easily the most complete and well-paced game of this jam.