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Fun concept though the execution could use some work. As others have said the helper AI could use some work and player speed is too low. I also really would've preferred if picking up a bag was a toggle. Holding G while also moving  with WASD feels really awkward. I also felt wall integrity degraded a bit too fast. Failure felt a bit too inevitable and getting a good score felt more reliant on lucky bag spawns than skill. Maybe make it degrade the wall slowly but occasionally the player gets a warning about an incoming wave that'll do significant damage all at once. That way the player gets more time to assess the situation, but it keeps the pressure on. This def has some potential to be a really fun little game though!

Side-note thanks again for rating my game and sorry it took a while for me to get to yours! I also commented about that audio issue you had and would really appreciate feedback on how that may have occurred if you get some time.