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It was a cool concept. The initial level was almost insultingly easy; I simply spammed spikes repeatedly. The main game had a decent difficulty spike. I barely had enough time to get to grips with the ability to place new units and set up my defense. Of course, then I was told I wasn't allowed to play anymore when the final wave came. That felt a bit like a slap in the face; at least put up an end screen if you couldn't make more content. Ends up feeling like a proof of concept, which I suppose is perfectly fine in a game jam. Some notes I have:

Fire's only purpose seems to be to deal with bats. There's a good idea in making enemies that are most reliably taken down when the player sees to it manually, but I think it should feel more powerful outside of those situations as well. There's only one player, after all; they should feel strong when they deal with something themselves.

Felt a bit awkward that I was allowed to place archers and guards wherever I wanted. Gave be a bit of choice paralysis. Of course, not like any of their placement mattered in the grand scheme of things.

Is there something different about the "guy in shirt" enemy? He seemed to always be strolling past every defense without dying.

I see potential in the idea of being forced to leave the defense zone to collect more currency. You can't take damage in this game, but even spending time to collect a gem outside of the castle can mean much health lost.

Thanks for your work!

Thanks for your detailed feedback! Spikes deal 1 damage to an enemy, so enemies with say 3 health can stroll past 2 spikes and die on the third one. I still don't get how the difficulty spike keeps persisting, since I keep trying to fix it! I'll try once more!