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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.