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I love the music for this game. Really great stuff


I have some gripes with the game mechanics unfortunately. The game feels like it constantly oscillates between super easy and impossibly hard. The enemies spawning in are easily cleaned up by stacking all your defenses up front, but the shopping carts are nigh unkillable. They blow past all your defenses and leave you scrambling to chase after them, at which point they just. won't. die. The method of consistently defeating them isn't super obvious to me.


Other notes:

- I wish I could tab between towers. Having to remember which button is tied to which tower is clunky to me

- Honestly, once I position my other 2 towers initially I just stick with the third for the whole level. If there's a reason to switch between them I haven't found it

- I wish there were more options than just spike traps for the static turrets. Also, it's never really made clear how upgrading them improves their performance. They just feel very meh

- I didn't like how the cart text moved with the cart when it first appeared. I struggled to read the cart tutorial

- the l33t speak in the UI (example: return 2 map) confused me on several occasions. Please replace it with normal english


I think this game has potential, but the core definitely still needs some polish. Thanks for letting me play!

Hey Mist, sorry you had a rough time with the game! As I've mentioned to other reviewers those troublesome carts have a nerf for it's health and speed ready to go for the next update so they shouldn't be able to blow past defenses as easily.

There was an attempt to make fast moving enemies that were supposed to make it less viable to camp at the spawn point like the carts themselves and enemies like the yellow Fasts and the green Diamonds, but it's clear other enemies like the white Ghosts and the blue Jumpers even with their unique movements still get hit pretty badly. I did have an idea where the Ghosts could already start in their Sneak state where they move faster and are invulnerable and the Jumpers could have a starting jump after spawning that moves them further than their usual jumps so they can at least have an attempt to spring ahead defenses right next to the spawn areas.

 One tactic I had in mind to defeat the carts and other fast enemies were the Knife Blocks set by the dishwasher, but I think I had some folks say the Knife Blocks just don't do enough damage and so I'm gonna try to buff them after seeing what exactly is causing them to feel like they don't work that well.

I can make it so that the cart's tutorial box doesn't move with the cart after it's spawned, that can be done in time for the next update!

The "l33t" speak is actually based off of early 2000's songs that replace words  like "to" and "for" with number variants as a sort of flavoring, such as S.F.M.P.'s "Try 2 Luv. U" and Naoki's "Brilliant 2U". The game's UI is inspired by this era as well, often called "Y2K" style. If this kind of flavoring is clearly not favored by players, I'm open to revert it back to "normal english".

There's plenty of core issues with the game that I think I'm starting see more clearly with all of the reviews and playthroughs I've checked out, a lot of feedback has helped for sure and it'll pave the way to shake this game's issues off, so thanks again for your honest input it helps a lot!