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(+1)

Good work with the game, the UI for buying TD objects is nice, and I quite liked how the mech animation is setup with the subtle slow down as it reaches the destination. Maybe that's just default, but it looks cool.

Too bad you couldn't implement/balance everything you were hoping, but good job on having a playable finished entry! Some feedback you may not have gotten yet

  • It took me a couple runs to understand what was going on. Part of the issue is the height is cut off for me so I didn't see the barrier timer at the top. Full screen doesn't fix it either, both top and bottom are cut off. Basically would be a nice UX improvement if it was responsive as I assume you have a fixed height. Not sure how easy/hard that is to setup in Unity, but I found the best way to play was to zoom out in non-full screen mode.
  • Waves feel really slow. I think a very quick fix would've been to just put the bug spawns much much closer, and give an option to skip to the wave during buy phase. I spent 90% of the time just waiting for money to place an object or two
  • I do enjoy what we do have in terms of visuals. The little farm is a very nice touch, and I appreciate the placing of a wall around the area, even if it's a bit rushed.
  • I couldn't go into endless mode after winning, I was just on the win screen and didn't know how to proceed. Maybe it was a button cut off somewhere?

Overall good work for the jam! Keep on devving!

I appreciate the kind words. Glad you enjoyed the game and the Mech. 

What screen resolution did you use? I'll have to look into screen resizing. My canvases are supposed to fit the screen but I know I was having a tough time getting the Start and End Screens to fit properly towards the end. 

I do feel the bugs are a little far but not too too far, I can bring the player base a bit closer but I do like the player watching the bugs come at them from the distance. 

Haha, the walls were rushed. I was setting them up at the final days and had a tough time finding something I really liked... so they are very scaled up rocks. And I didn't limit the player camera either. 

Guess I didn't explain how to get into Endless Mode properly. You have to click the button before the game ends, then instead of ending, it'll continue waves. T'was another last minute add and scales wayyyyyyyy too fast. 

(+1)

For screen resolution, I'm on 1920x1080. Attached below is what it looks like in full screen (scaled down to 0.25 to not be so large an image). I noticed when I start a fresh game in full screen, it looks good. But at some point after I start, it changed to this. Is this some sort of dynamic resizing code you have?

Good point on watching the bugs. If the wait time during buy phase is skippable, they probably don't have to be pushed in as much.

I'll have to look into how to test for different resolutions. The Canvas which holds all the UI is fitted to the player camera. So if the resolution changes, it changes and the pieces inside that Canvas shift as well. I was having problems the last day getting the scaling done right and it was acting weird. Even in my browser, it cuts off the top and bottom little section of the UI picture but all the gameplay elements are fine. Thanks for the attached screenshot. 

Adding a skip button should be pretty easy, I'll jot that down.