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Tiny vampire survivors! Always a good time, though I never understood why collecting little green things increased my water meter? or what would trigger an advancement in levels or the number in the middle to go up. It felt very very easy until I guess wave? 8, where I was instantly mobbed and killed. Some more clarity on the story would’ve been cool, and obviously more weapons would be great, but it’s a really nice start!

Minor complaint, but the enemy hit sound felt like just a tiny blip of clipped audio, so what should have been one of the more satisfying parts was kind of annoying especially later on, just sounds like speakers glitching at that point with a bunch of enemies. I know SFXR makes those sounds and calls them “Hit/Hurt”, I’m not saying it’s a you problem, maybe it’s just a me problem :)

Thanks for playing! and thanks for the feedback. Good notes! You hit on some good points. Balancing the feel of the waves was something that was really challenging. In fact it wasn’t until a few hours before the due date that we had a game that I would even consider fun. All the pieces were there but the enemy spawns were completely random with no concept of a wave and no balancing of what enemy types were spawning. We made a last minute push to redesign it and I think it was worth it, but the down side is that we really didn’t have a ton of time to play with different options for the waves and make the difficulty scale in a way that feels more natural.

The little green things increasing the water…idk lol. It was just an experience bar and probably could have used more thought. When it filled up, you’d get an upgrade. The numbers in the middle of the screen were “wave number” and “enemies killed” - the wave would increase every minute. So the wave is basically “how long have I been playing”. It caps out at wave 10 with a boss and then you win.