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(4 edits)

Art style is excellent. Volume sliders got some good use out of them. Everything seems to seamlessly come together, but I found myself wanting to be able to move the source nodes around, or flip blocks instead of rotating them. The first grid size upgrade was a welcome sight, considering. Cross-pipes and x-pipes are the most valuable pieces. Played several times. Only managed to get the second +2 size upgrade once.


The title splash looks good but is very busy. You made want to fade it out a bit or overlay a semi-transparent colour over it to make the title buttons stand out more from it. I think the main issue with the actual gameplay loop is that the amount of health you need to start each round with increases - since enemies always manage to deal damage before you can put your defenses up. This is also why defense/healing is pretty much superior to any other combination, since it increases the health you have to start the next round with.

Thanks for the feedback. Increasing the maximum health after each boss may be a good idea. As you said, the enemy DPS goes up as the game goes on and the player will bleed health faster in later waves. 

Being able to flip tiles or move the source nodes would give the player more freedom, but we have to be careful about making the puzzle aspect too easy. There needs to be some friction between what the player wants to do and what they are able to fit in the limited space.

Thanks again for giving detailed feedback!