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With a little help from the instructions on the game page I was quickly able to pick up the gameplay and from there it was quite easy. A tutorial would have been immensely helpful. From there, I do think that being able to see what area your attack will hit, then move to a position that will make that effective makes any strategy a bit too simple. I'm not sure the best way to solve that problem, but I would have liked to have a bit more of a strategic challenge.


The visuals and presentation were great. It felt cohesive and very clean.

Thanks for all the valid criticisms!

Unfortunately for our team, we started a day late to the jam due to personal issues, and the idea was just kind of scrambled together on the night of the first day. I think one of the big mistakes I made with design was the inclusion of heals when killing an enemy with a risky play. After a few waves, there's pretty much no incentive anymore to even play with a real strategy. As for what you pointed out though, the idea was that the play of choosing a position with knowledge of your attack pattern beforehand would be punished with less damage, but I do suppose that it wasn't really punished as well as it could have been!