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(2 edits)

This art for this was amazing and it was very well polished, but there were some aspects of the gameplay that kinda irritated me. Giving the enemies a charge move is a cool way to increase the threat, but it also made it so they could overrun you, and you don't really have the movement tech to be able to contend with that. Maybe add a shortrange dash? It seems that the I-frames are tied to per enemy rather than on the player, so a bunch of them can mob you all at once and you lose most of your health. This ties in with the biggest problem, which is the massive difficulty spike when the golden deliciouses start showing up at 2 minutes. I get that they're bigger and tougher, but why are they so fast and spawn so frequently? You need to have one of the better wands at like +10 and the cool boots or broken trigger to stand a chance against these guys, and being able to do so is dependent on how close the chests spawn. Maybe make it so the chests heal you a bit so that you don't have to spend one of your precious upgrades on a heal? I finally got to see the nuke after seeing the reticule and getting tackled immediately twice, and then when I finally got to see it I realized too late that it didn't clear the board and I was supposed to be still dodging enemies amidst blinding white light and massive screen shake, so then I immediately died. There is a lot to recommend for this game, but with the balancing and the difficulty and the cheapness of the nuke, I ultimately had a bit of a bad experience with it. Still good job despite that, and I feel this could be a lot of fun with just a few small adjustments.

To be honest in my game it's way too easy to become OP, so i'm making a post jam version balancing everything and giving a good use for the nuke. Thanks for the comment 👍