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(2 edits) (+1)

The graphics are very nice, and sound design decent. The concept was also fairly solid, but the implementation fell short for me.

Maybe I was just unlucky, but after half a dozen spins with 5-9 blue and only a single red each time I rolled triple hearts on four of those occasions, and on other tries I just got the same towers and traps as on lower amounts of blue. Once I resorted to simply spamming the roll as often as possible with whatever amount of blue I had at the time (typically 0-2) I was getting much better results.

Another thing I struggled with is forward planning: extant towers and traps seem to block the placement of other towers and traps in a very inconsistent manner (i.e. sand cannot be placed vertically adjacent to towers, but towers can be placed vertically adjacent to sand; certain traps cannot be placed directly next to each other on vertical paths but they can on horizontal paths; other traps seemingly cannot be placed on vertical paths near (not even just the tiles that are directly adjacent) to towers, but they could be placed directly adjacent to the same towers on the horizontal path round the corner; etc.)

Thanks although I'm sorry the implementation fell short for you.

I had just updated the RNG results yesterday to avoid a similar issue with the roll results in an attempt to improve the experience and apparently had made it worse lol -predicting random experiences can be tricky sometimes -I think I found the problem and updated it tonight which will hopefully fix that.

Also, I'm not sure at what point in my recent updates that placement detection bug had become an issue but I'm really glad you told me about it!!  I guess I've been so tired lately that I completely missed it -probably need to sleep more! -anyway it is also now fixed and working again as intended

Anyway, thanks for letting me know about those two issues!