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wish gamedesign was more concrete. like what the point of defending crystal if you got jumping mechanics which level design isnt using? definetely, maybe i needed to play a more to see its usage, but it was very confusing for me to get some tower defense after tutorial. another example comes to my head: 1 lvl mob-head die from 2 hits, but time difference between making 1 or 2 attack is not too big to put it in game. i guess there is just no really big time delay between attacks. also there is two spawners from two side when you could just use one side for spawner and other for base. more fighting, less walking. but its got very good stuff i appreciate. you got the clear target what to do in it lmao! even though i am making mostly confusing as possible game for player to make it unbeatable puzzle in terms of gameplay/story/aesthetics for boring people i still happy i am not the only human being alive

(+1)

Thank you for playing. Cool suggestion! : ) My game was set that after a tutorial, depending on the door you hit you will be teleported to a random genre of game, may it be tower defense, boss battle, platformer and more. Thank you very much!