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A jam submission

Cosmic CourierView game page

Submitted by sharmanthony, cfasil, chartley1119, Xenoxx17 — 43 days, 8 hours before the deadline
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Cosmic Courier's itch.io page

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Comments

(1 edit)

Keep the information in mind that I could only run it at 2 fps with my crappy windows computer

1. I think the hectic element is balanced, but the saturn tower is of course very powerful. And from what I can tell, the stardust for completing the level and upgrading the towers feels alright

2. No current solid ideas, but a way to push back enemies might be a good tower to have

3. At the moment, I wish there was a way to carry more than one piece of stardust, carrying only one at a time felt a bit tedious

4. As far as different land types go, it would be interesting to see like a mud floor that slows your walking speed, as getting to places quickly is quite important here.

5. The flow of the game is definitely smooth, but it was a little bit unclear on how to interact with things at first. The biggest trouble I had was actually trying to get the stardust into places, I'd accidentally move too far into the box/black hole and throw the stardust past it.

6. Showing on the UI what buttons you need to press for things to happen is very useful, If I didn't know that E was a common interact button among games, I wouldn't have known what to do with things unless I checked that actual game page.

7. I'm not sure of any additional behaviors, but something that might be interesting is if certain enemies had effects on you as you moved near them, slowdown, drawing you in, pushing you away, etc. might be interesting since movement is so important to getting things done.

8. I don't think I found any specific strategies other than calculating where the optimal points to put the saturn towers based on area of effect on a grid based system.


Add: I actually had a lot of trouble getting up the stairs in level 2, and I don't know if this is a bug caused by my laggy computer, or if it is an actual bug.

Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc. Is the balance between using stardust for towers and using it to feed the blackhole sufficient?
The game seems too easy honestly the only trouble I had was placing the crystals into the box/blackhole

The Saturn turret when placed in a good position likely can kill any wave thrown at it

Do you have any particular ideas for towers?

An AOE slowdown tower?
A proper small range blaster tower, Possibly Jupiter launching moons at  them

something to condense crystals into larger value crystals?


Does the flow of the game feel moderately smooth, and in what ways if not? 

The flow is okay I enjoyed 

The Ui is Grand! I like the use of circles would love to be able to use keyboard inputs for the circle such as escape to close the ring

(1 edit)

The game is fun, I love tower defense games and this was no different. But I do think that the enemies could use more health, defense or speed since I was able to clear the levels with only one tower. I also think there should be an ability or upgrade for the character to carry more stardust and maybe do a dash since the map felt a bit too big to get from one side to the other. You can also add a invisible wall for the stardust since I often kept throwing them off the map by accident and other times they fell off by themselves when multiple enemies died on the same platform.

A tower you could make is Pluto, small but deadly, I think it could slow or freeze enemies and maybe if you want make, the ground around it become ice to boost your movement speed.

I think a volcanic area could be nice, would block the player from walking on lava and placing towers on it making them think on how to better use the terrain.

The game was smooth for me, but I do think there should be a bit more sense of urgency between waves maybe by adding a timer for the next wave

The UI is understandable, although I do think it should tell the player what buttons they can use and what the towers mean

Maybe enemies could affect the player in various ways like an enemy that leaves a trail of slime that slows the player if they cross it or maybe they cause a small explosion that if the player is nearby they get briefly stunned for a few seconds unable to move or interact with things, it makes them more dangerous than other enemies making the player focus on it in different ways depending on how they affect them

I think enemies should be more difficult, I only needed one tower to put on an intersection and I didn't have to worry about the enemies again. I think a way to fix this could be by making multiple paths an enemy can go, that way the player is obligated to add more towers and upgrade them.

Edit: I enjoyed the new towers and enemies I think it made the game much better and more fluid especially the upgrades and elements 

I do think more different environments would be better with obstacles that the player must overcome such as lava and more explanation on mechanics like elements and effects from towers.

Great improvements so far can't wait to see how it comes out in the final game.

Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc. Is the balance between using stardust for towers and using it to feed the blackhole sufficient? - I thought the faster-paced part of it definetly works, and brought in a much-needed difficulty scale for the game. Bloons, after a certain point, becomes very easy and mindless, but with that quality of being stressed, it really helps.

Do you have any particular ideas for towers? - Personally, I'm not super creative, but something along the lines of Zodiac creatures would be cool.

What different terrain/level topography ideas do you think would be fun and interesting? - I love the themes of water levels, so maybe like blues, pinks, and greens to show coral reefs or something similar would be cool.

Does the flow of the game feel moderately smooth, and in what ways if not? - I think it feels very smooth and fun to play.

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it? - Maybe it's just me, but it took a solid 3 minutes of trying every key on the portal thing to realize that it can't be moved. I think a tiny tutorial, or some little text boxes would be great.

There is currently no elemental effects/immunities implemented, so besides these, what kind of different behaviors might be interesting for enemies? - So far, I think the varying sizes are a great touch, but I like the idea of splitting enemies, like slimes in Minecraft.

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize. - I couldn't get anything crazy down, other than a basic Overcooked schedule of moving back and forth effieciently.

Does the hectic aspect seem balanced? And if not, what aspects aren't? For example, enemies being too quick/slow, etc. Is the balance between using stardust for towers and using it to feed the blackhole sufficient?

I think it is balanced. At first I didn't know the objective by jumping straight to it. But then read you guys post on it that's when I got the idea that I should win by gathering the little things to the black hole and win.

Do you have any particular ideas for towers?

 Jupiter should have a power to burn the slime-looking things.

What different terrain/level topography ideas do you think would be fun and interesting? 

Climbing walls would be great for a short period of time. 

Does the flow of the game feel moderately smooth, and in what ways if not? 

It was smooth for a game test. But it's up to you guys if you guys want to put a timer between gather and purchasing saturn. 

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it? 

The UI was understandable when I read the instructions. 

There is currently no elemental effects/immunities implemented, so besides these, what kind of different behaviors might be interesting for enemies? 

I actually don't know. 

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize. 

For the first three levels it is balanced but as more levels approaches it should at least have a timer, or make it so that the enemies are challenging afterwards with more towers.