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(3 edits)

Amazing game! There are so many small details to notice.

The sound effects, knockback, and difficulty were all on point. I liked how you have flavor text for each enemy too…which is why I wanted to get to level 12, but I digress. Maybe one day?

A few nitpicks:

You can’t click the back arrow to move to the end of the enemy-description list. You also can’t click the forward arrow, at the end of the list, to go to the start.

It’s easy to confuse the “boing” enemy with a dead one, causing a few problems. Tho, the number of differences is still clear enough once you git good.

The dig enemy can hide under enemy corpses, which can cause trouble for players. Giving them drawing priority would fix that. Since they are stationary, that should be fine.

Finally, I did notice one bug. If you kill all enemies, except enemies that are currently splitting, the round ends and the spitting enemies follow into the next round. Honestly, though, this is some good speedrun tech that I almost always tried to exploit to move faster in the game.

Anyway, great game. Great submission. Thank you!

(+1)

thanks for all the feedback!

1) yeah the boing thing does make sense

2) yeah I probably should've made digs easier to see but I forgot to do that, oops

3) the splitting bug is known and was for a while but I never cared enough to fix it because it isn't really too game-breaking and because it would require me to rewrite the entire "check if no enemies are alive" code