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This is a really well executed game. The artwork is fitting. The background track is really good to listen to. The best part of the game is the core mechanics. The creature evolution system is very good and refreshing. You’ve managed to pack a lot into an “upgrade system”: regular stats upgrades that are permanent (+1 strength, etc.), temporary powerups (+10 currency, increase stats for current creatures), and behaviours that can be changed dynamically (hunt, collect coins, patrol, etc.). This makes sense for a dynamic environment, where you can change things a bit in response to the current situation. The game did start lagging, especially real bad when I had chosen “collect in the center” behaviour for the swordfish. Didn’t encounter any bugs. As mentioned in other comments as well, I wasn’t sure what some of the upgrades mean.

Took me a few attempts to figure out how to play this. In one of the runs I managed to stick around and beat back the challenging parts where the pollution targets a particular creature and you have to switch. Am at wave 149 now. Although I made a mistake early on and the small fish started costing 6 and couldn’t afford it after that. Managed with the other two though. Until about 60-70 it was about being sure that you can beat off the pollution waves. Then I wanted to see how far I could go. I think the player is quite powerful now, not sure if the game will “come back”. At least until level 50-60 at least I would say the game is really well balanced. Not sure if I can replicate the run though :) But from the first few plays (when I reached upto wave 15-20) the game surely makes you want to improve your strategy and do better each time.

Overall this is a fun game with some cool mechanics, and a refreshing take on the defence concept. Great job!

Playthrough video from wave 83 to 149:

(2 edits)

Great feedback, thank you for the nice comment!

From our experience, once you manage to get to wave 80+, you can usually go infinite. We already plan on updating the game balance to fix this in one final patch after the jam is over. Luckily, it's quite rare for people to get that far, you must've figured out a really good strategy! ;)

We definitely didn't budget enough time for the balancing, especially since we kept adding new evolutions almost up to the deadline. However, it's definitely not an easy type of game to balance and hence I am actually very happy with the way it's balanced up to that "breaking point." Players seem to struggle to get beyond 25 at first, then they figure it out but lose at 40-50, which is quite a nice learning curve in my opinion. The problem only arises when people figure out how to get beyond that point, where we hoped the insane amount of cans together with the pollution would stop anyone. This is also where lag starts to be a problem, since we didn't intend for people to even get that far. (We actually already implemented many optimizations to allow 100+ creatures without lag, only once they all start shooting tons of projectiles, exploding and spawning things does it become problematic.)

Again thanks for the comment and glad you had fun!

P.s.: I love how crazy the game gets when you get far enough. Your video really shows this off nicely!