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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.

I appreciate the feedback and you playing my game! I do agree I should have spent a lot more time focusing on balancing. In regards to the targeting system, I will try fix it right now.

Okay! I have applied some small changes to better this game, It would make my day if you could check out my game again:

  1. Reduced screen shake
  2. Fixed projectile targeting (especially of the fireball)
  3. 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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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.

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I also found another targeting related bug where I switched from closest to highest health while a big enemy spawned. It seemed to take a second for the units to start firing again. I also had a wave 2 with only 2 slime enemies, not sure if that's intentional

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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.

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No problem! Glad to see your improvements. Interesting, it does keep things interesting even with only 3 enemy types.