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Hey, this game is a mixed bag for me - there are some obvious positives, and some obvious negatives, let's go through the positives first:

1) Phenomenal art!! This kind of level is enough to warrant being sold as a commercial games - albeit indie and small scale but with a good art direction, and this game DOES show good art direction, you can make something with this. I applaud you, seriously - this is amazing art!

2) Good sound design, hitting enemies feels right - I know when I'm hitting an enemy, the hit detection, and animation does it justice and feels good. Regerating holes, exploding generators - it's very much alive and responsive!

3) The player input and controls, *chef's kiss*, very good. Controls are very integral to a game's enjoyment and I think you've nailed it quite well on this one. Applaud!

However, there are also quite a few things I'd like to nitpick at if you'd allow me to, here's what I mean:

1) Questionable game design, and game loop - As you may have seen from other comments, players would find little reason to save all generators, instead they just keep 1 generator and basically camp it. I think you need more incentive to keeping all generators alive. Either by way of generating points or make destroy generators permanent, then add a bonus to keeping them alive. I think the close generators is a smart function, and if you removed the function to rewind generators, that would make for solid game design.

I think you're off on the right direction in game design, but right now without an objective, it feels empty playing it. I, subjectively, believed you should have worked towards the actual game and making an objective and a win condition - that would strongly cement your position for a high rank!

2) Lack of a variety of enemies, depending on how you approach your game design, you can add enemies that re-open walls, enemies that force generators to pop up, enemies that attack the player etc. forcing the player to make split-second decisions to decide whether to save generators on one side of the map or kill the enemy thats making holes. Obviously you were working with a time constraint but I think one additional enemy would have rounded up the game well.

And.. that's it. The game is actually quite well built - you've ticked a lot of right boxes for responsive controls, but arguably the most important box you haven't ticked was what game this is? What genre will it be? It almost looks like it has tower defense elements, without the towers - or a horde-defense game like Vermintide, without the horde. Playing this game generally has me a bit confused.

With that said, I am ABSOLUTELY EXCITED FOR YOUR POTENTIAL COMMERCIAL GAME. The art is PHENOMENAL, as I have previously mentioned, and makes this game truly stand out. I hope you'd revisit your game design philosophy to make a more focused game with clearer objectives and I'm sure the next time you do this, you'll really kick off.

Excited to see more!

Wow! Thank you so much for the awesome constructive feedback! My brother and I worked really hard on the visuals and controls. I'm really grateful you liked those aspects!

Regarding the two cons, we were struggling finding a balance between time and adding new features. This is our first game jam and we were definitely not prepared. However, from the moment I got the controls working and my brother got the art looking great, we knew we wanted to make this game into a full retail product.

Thank you SO MUCH for taking the time to post this thorough comment and give suggestions! We are already working on updates!