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(1 edit) (+1)

Graphics was of fantastic quality, UI design is not clear at all.

The game could use some labeling for ui elements, or at least put them in a tutorial sheet.

The direction of enemy path is not clear. I have mistaken the end as the beginning and had to reset due to very tight room for failure in wave 1.

I can see that the tight income capacity is intentional, for the interesting trade-off for random contractor quality, but it also double as a steep difficulty curve for new players, if they didn't play good enough at the start of the game. It is a very difficult task to balance the early game perfectly, so no pressure for that. (also i m bad at this game)

Upgrades directly reflect on the tower's skin. It is great but i have no idea what "1" and "6" is regarding the dice throw. How much stronger does the tower get, or how much better than the next tier of tower? It is very difficult to catch the info during a short playthrough.
(Just read some more text, and i saw "Accidentally click a lower number, and your lousy space contractor might damage your turret, downgrading it!". So it does not determine the quality, but just success or not! Now i see.)

When i get off work i can spend  bit more time and perhaps I will learn more about this game