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As a game jam prototype, I find this one very interesting. You've nailed the aesthetic and systems to create a compelling tower-defense game. The sprite work and feedback of killing and collecting resources to spend on more traps are very well realized here.

I'm sure given time, more comprehensive tutorialization and communication of how the different elements work could be implemented. The game is fun,  but quite difficult to get a handle on until a few attempts. With complex games like this, where the player is micromanaging many elements, it's imperative to make sure that each individual option is clearly communicated.

A short "Build Phase" where I could get some information on what to expect so I could rewire traps, spend some resources, and prepare would be appreciated, both as a way to better control the difficulty curve, as well as allow for a bit more strategy to complement the on-the-fly rewiring that can happen when your traps are inevitably destroyed.

Overall great game!

(+1)

Thank you for the comprehensive feedback, I really appreciate it! I definitely think if I had a bit more time, the tutorial would be the first thing I'd spend that time on, as it is indeed a but finicky to work out what's actually going on on the first or second playthrough. I think the build phase is a great idea, definitely something I should have implemented! Thanks for playing!