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(+1)

Very cool concept, I like it!

I think the difficulty from the start is too much I don't mind the game getting hard quickly but pace it out, I think making the tower cooldown ticking while it is not selected would be easier so that I can switch tower and it shoots immediately. Maybe make the first upgrade almost free (like kill 2 ennemies and get an upgrade) but make the cost go up for all of them at once, so I can spec in one or the other at the start?

I really like the design, I get some minimalistic mini metro vibes, perfectly fits the game :-)

(1 edit)

Thanks for the feedback!

I agree with the difficulty curve being off, causing hard gameplay. Was a result of me not having too much time to go back and change things.

As for the tower cooldown being reset when a tower is selected, this is due to a potential "cheat" I imagined being quickly switching between towers to fire them, hence totally skipping the cooldown. But I also see your side of the feature. Perhaps there is a better fix.

I suspected that this cheat was the reason for the cooldown because it is the first thing I tried to do on my second run :-D if you think about it as being a mechanic then you can balance it an make it somewhat mandatory to use to combat the high difficulty curve ;-)

For time, I keep a log of previous game jams to help me improve, it's not perfect but so far it's helped me keep organized before each jam: https://github.com/foxtrot-roger/game-jam-stuff

That's smart. I shoud probaly do that too.

After having realized how much time is wasted in all game jams of types, to example Saving, SceneManagement, InputManagement, etc. I am making a namespace designed for easily excuting these tasks