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I like the game overall. Its a nice game idea and its fun to play. It needs some refining and tweeking to work well. For now it seems like only placing new towers is better than tweeking the ones youve got by drawing cards, at least in the normal game mode.


*Some Reflections*

* Would be nice with a button (or pressing R) to restart the game.

* Game broke after level 8 for me, after pressing send wave one enemy spawned with was killed outside screen and then no more enemies.

* Not all marked cards seem to get saved when pressing Draw.

* Got an error when leaving game coming back and pressing the close button. Got this again when just leaving and coming back.

It looked like this "

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: TypeError: HTMLMediaElement.currentTime setter: Value being assigned is not a finite floating-point value. ......."

Thank you for the feedback. The way that I have costs set up in the standard poker mode was intended to direct players to build more towers rather than spend all their coins on building a particular tower to a royal straight flush or something like that.

There is a button for restarting the game in the pause menu that opens with escape.

I am unable to reproduce the issue where the game is unable to continue after wave 8 or if a chip is destroyed off screen. I do know that there are some issues with how the game counts remaining enemies and plan to work on it, but usually those issues only cause the numbers to be lower than they actually are, so I'm not sure what is happening in your case.

Regarding the cards not locking, they do lock for that particular draw, but the game then clears the locks and sorts the cards for evaluating, I did it this way because I did not feel like figuring out how to make the locks move along with the cards and the evaluating needs the cards to be sorted, but as most players think that the locking does not work, I will rethink how the game handles this.

As for the error, this appears to be a problem with how the WebGL player handles audioclips with the Streaming load type. I changed all of the music files back to Decompress on load (or something like that) and the error no longer shows up.