probably the best gamejam game I've ever played, congrats
ASarevok
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I get what you're saying and you're 100% right. As for the reasoning behind why I made the choices:
SFX I ran out of time to implement properly, so I discarded most of it. The issue is that most turrets shoot at a rate of 2/sec, and you can have up to 50 turrets, which would make it just a constant "bleep". As for visually, at first, I had flying bullets, but it was programmatically much easier/faster to add effects to an instant hit, and I had less overhead on calculating bullet pathing (Again, same problem -> instant hits = easier), and it took little to no time to setup without bugs (compared to bullets with special effects).
Now if I let the bullets just fly without pathing, then you start missing shots, which felt like a punishment and wasn't fun. If I speed up the bullets so that they don't miss, they fly so fast that you won't even see them, which would make them equivalent to instant hits.
The cleanest way to convey the info would then be like you mention a particle effect for an on hit, and prototype a bullet with tracking.
For debugging I added logs of the damage done per turret, perhaps I should make it accessible in the ui in some form that it's clear what's doing the most dps.
Thanks for playing and the feedback. Some of my friends responded the same in the way that it's instantly quite difficult, but that after trying it a few times they could handle the difficulty better. But for newcomers it can feel a bit too punishing to start.
As for the bullets => enemies until wave three are all melee, so only if they are on top of you will you get hit.
I'm not quite sure how to improve the impact your guns have on enemies without bloating the screen with hp bars considering the vast amount of enemies.
Hey Kristina, thanks a lot for taking the time to try out our game. We were indeed planning to fill the daytime cycle with more content but had to cut it with the limited time we had. The possibility to switch your directional keys had also come up, and also was cut from the scope due to the limited time.
It's nice to see a review clearly pointing out we had the right ideas planned!
Thanks again!
Hey thanks for the feedback,
The repair bug is one we discovered yesterday as well, when you upgrade an unrepaired item, it puts it at full hp, but the total HP counter is miscalculating
As for the final boss not hitting your flower pots, you got lucky with the RNG then, he has wiped me about 10 times while I had all hp :D
Hey Sahil, thanks again for coming back to our game. We build the game using WebGL so that it would be playable in the browser, to make it more accessible to most people (most don't like downloading external stuff). I'd highly recommend just playing it in your web browser on the itch website. Playing Webgl-based games locally will indeed not work.
It's definitely a great suggestion that we add a downloadable version after the game jam review process is over, but during the review period, we cannot change/add builds (part of the rules of the competition). So beginning in October I can add a version that can be run locally when you download it.
Hey, thanks a lot for trying out our game. I'll add this to the bug list and see if we can find out why it's acting differently on your end.
This might be a weird question but are you on a AZERTY keyboard? (I am, and then those keys are inversed)
If so, considering the deadline was extended we updated the keybindings to include AZERTY too.