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Really liked the enemy design! :) Their hitboxes feel a bit too big, though? Especially in the early game, it's easy to get trapped with no way back to the tower. Also, it would probably be good to lock the tower entry for some time in the beginning: I accidentally stepped back in multiple times. Not sure if that even matters (i.e. there's a day counter or something that affects which enemies spawn), but found it a bit annoying still. In the late game it's mostly a walk in the park then, and I felt severely held back by the maximum amount of pickups. There's really no reason to stay out longer than it takes you to fill up your inventory, which is a shame. Think I would have had more fun without that limit, trying to hold out as long as possible for harder enemies and more valuable rewards. Lastly, it took me ages to understand that the presents were indeed powerups. ;D Probably because the bullets are so small and the effect is hard to notice, but also because the different powerups override each other. Given the theme of the jam and the adjacency to the Survivors-like genre, it would have been fun to stack their effects instead, and go wild I feel. Love the ending sequence and how it rewards you with a longer animation for building a higher tower. :)