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(1 edit)

This still being worked on? If so, here is some feedback:

Took a bit to  figure out that QE are to rotate! maybe a brief controls tip popup at the start of a new game is in order?

speed-up function does not speed up zombie walk speed or tower shooting rate, just day time. this means the spawn rate and income from markets is sped up but not the rest of the game.

upgrades cap at 20 total? please remove the cap <3

Tier 2 walls have no health upgrade option like Tier 1 walls do.

starting plot is too large and/or upgrades are too expensive. this causes the player to opt to spamming buildings instead of upgrading the ones they have. 40 markets at 50g a piece is much easier to obtain and more effective than upgrading 10 of them.

autopathing in place allows super easy exploitation in the player's favor and makes walls actually having HP only useful if you just make an open, but long, snaking path to your base (using the ample building space inherently available)

Unupgraded buildings are too strong (not just the market) and there is usually no reason to upgrade them (because you can just place another one for pennies on the dollar)

overall, the game is fun and worth the time spent playing but it definitely needs a balance pass :)

Hi Strickove, we appreciate the review of our game and are glad you enjoyed it. Unfortunately, this game is no longer under active development and hasn't had any updates since its release.

However, I've taken some of your feedback and updated the game accordingly. I haven't been able to apply all the changes you suggested such as the issues related to the AI pathfinding, but I have made some changes you can view in the newest patch notes which I will be posting shortly.

Once again, we appreciate the review and are glad you enjoyed playing it.