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(+2)

The drawings and story in the beginning really set a good mood for the game, though it became quite chaotic and I ended up basically just spamming the towers around the base at random before having all my automatons eventually destroyed. I can understand that there may be an effect where the more ambitious a game is, the less time there is left over to create a good tutorial (especially when there is only a week to make it). Overall I think it was well made.

(+1)

You got that right about the tutorial. Under time crunch, we really struggled with "what's the fastest and easiest way we can give the player the information they need to get started?" The game could have benefitted from more time given to developing a tutorial. Then again, the towers needed tuning too. Hard to know where best to put efforts.

If it's any consolation, you've landed on the same strategy I use. But I've never actually beaten the game in its current form. Best I can do is 700 Ichor.

Thanks for your comments. It's good feedback!

Seems like the game might be too difficult or too frantic in its current state, or the difficulty ramp is too steep. We didn't intend it to have "Foddian" level of difficulty, like "Getting over it", but that's what we ended up with. If we continue to work on it, we might be able to smooth out the difficulty curve and build a better onboarding experience. But I don't really know if there's an appetite for this type of game.

Thanks again!

(+2)

Well it's always hard to know if there is going to be an appetite for it or not. It's probably unintentional but if you think of your game as a vampire survivors type game (enemies spawning from outside the screen moving straight to a central target) with tower defense mechanics instead of the attacks coming from the player there may be a higher chance of finding an audience.