Simple, but satisfying. I appreciate how you used the artset, especially for the isometric buildings. The gameplay was not too challenging as the enemies are easily kited and by the end of the game don't even try to take the treasure, but the hitsound made it satisfying enough. I found my enjoyment in trying to optimally solve the upgrade system. I wonder- is there any point to upgrading sword past 3, when it oneshots the enemy? I wasn't able to see any. In the end, I found it a bad idea to engage with the melee combat at all; too easy to take damage that can't be healed back. I decided to put all my points into bow, with a dash of speed for kiting. That's when I found I really enjoyed the bow mechanic! I found immense visceral gratification in the core loop of kiting back, firing far away, watching 9 arrows soar through the air, and listening to the melodious crunch of a swathe of red guys being wiped off the map. There's even an interesting effect where the inaccuracy of firing far away, originally a restriction, becomes more and more of an asset as you add more arrows to your volley to the point where firing far away becomes far more efficient than firing close to you. If there's any concept to carry forward from this game, it would be that one. Great work!
Viewing post in Raiders of Mizburgh jam comments
Thanks, I'm glad you like it!
To answer your questions/concerns:
- Upgrading the sword beyond level 3 is entirely useless. I was planning to add some range to the slash, but didn't get to it in time. The sword is very underpowered compared to the bow because of it. Your point about not being able to heal back is valid. Maybe I should have added some way to heal between waves.
- The fact that the enemies don't go after the treasure at high levels is a bug. I've not yet been able to pinpoint what happens exactly, but I think there's an edge case where if you kill an enemy while it's in a certain state (maybe taking the treasure, maybe running away with it), the treasure doesn't reset properly, and units will ignore it as if it's being carried by someone else. It definitely hurts the gameplay at later levels, so I think I'll try to find the bug after the jam and fix it.