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(+1)

Ayy you did it! I appreciate you taking the time to review and play this game, and I'm glad you liked it.

I used a weird resize script that made it hard to figure out what the mouse position was, and I felt drag and drop would make it harder for people to play on mobile. (Lags too much for optimal mobile play anyway LOL)

I felt that if I researched drag and drop, I wouldn't have the time to design what I wanted to, I already cut a lot, like a roguelike upgrade system after each wave for example. Plan was to make it so that you get to choose whether to heal bastion, reduce corruption rate, economy etc. each wave, then when you got to a certain wave you got to choose an operator (class based) between multiple unique passives, like towers all cost 200 less for example. 

Maybe I did overcomplicate it by going this route instead, but I was (wrongly) insistent to have mobile be able to play fully point and click.