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good but hard. it genuinely could be a skill issue, but post night 4 felt impossible without cheesing and there werent many viable options. the money is very precisely given but there arent many choices of how to spend it

The arrow towers felt pointless. they were too frail, unsellable/unhealable, meaning that no matter what theyd only last a day. the walls were helpful, but unaffordable considering tight budget and needing more damage. the diamond towers felt like the best option but they barely did enough damage
having upgrades is cool, but when selling the towers is such a core mechanic, you cant afford to lose like a hundred money every time you have to sell. not sure that was intended but base towers were 100% return but upgrades were like 50%. also accidentally upgrading was really easy since its just a normal click, and it killed runs

the only semi-viable strat i could come up with was to min max diamonds readying the wall to place if an enemy got close. but its kind of tedious and idk if thats what you intended for the gameplay lol

minor note, its hard to see which tower health bars are assigned to when the towers are crowded, since they rotate with the tower, and hard to read because of the similar color. which felt important given the importance of healing towers by selling

anyways the level design in this was really well tuned. i wouldnt have talked so much about it if it wasnt interesting. i appreciate the strategizing, but its just hard to tell with these kinds of games if you're not strategizing correctly, or if the game is just "too hard"

anyways, thanks for entering! this was an interesting game! sorry for the long review lol

(+1)

HAHA I love long feedbacks, thanks for mentioning all of this! It’s true, you can complete the game without cheesing too much, but I admit you have to be very precise, and it can get frustrating to lose after a while. That’s why I left some simple mechanics in place to ease the tedium. For example, in the early levels, you can sell and place walls repeatedly to fully restore their health. Also, the triangle-shaped ships have more health than the walls and cost less—I added them to help players in the early game, though I admit they’re not that useful later on. Upgraded turrets only refund the cost of one turret, so it’s better not to upgrade them unless you’ve set up a solid system. I found it’s often more effective to place three separate turrets than one upgraded one, though three take up much more space. Thanks again for pointing out all these details, and I’m so glad you enjoyed the game! :)))

(+1)

After you sent me this feedback, I played the game again, and you’re right—I might have gone overboard with the difficulty. It wasn’t the experience I wanted for my players. I think I just got used to it, so it didn’t seem hard at the time. I’ve now tweaked it to be a more relaxed experience, which was my original goal. Also took the chance to fix a few bugs while I was at it... Thanks!

(1 edit)

cool, thanks for taking another look! just maybe dont upload that yet i dont want you to get disqualified lol. you prob know that but just in case you forgot