Yeah, I’d agree. I didn’t have much time to tweak numbers, but spawn rates and patterns need to be tuned, as they are mostly entirely random. There could be (rare) scenarios where no golems spawn, but you’re surrounded by enemies, which isn’t ideal.
ASTRELION
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Every character’s attack is effectively an AoE, with a hard cooldown of at least 1 second between instances of damage. I definitely think it’d be best if the enemies would attack golems one at a time instead, or at least increase the golem health or provide a regeneration mechanism.
Islands were meant to be more of a central mechanic, but I believe that at least is just a numbers thing that would need to be balanced so they feel more impactful.
Thanks for playing and the feedback :)
Thanks for the tips!
I had a web version, but it seemed that it broke all the navigation for some reason and I didn’t realize until after the deadline, so I just took down the web player.
Attacking is definitely not in an ideal place, but I tended to use the golems you accumulate and walk them around enemies to kill them without taking damage. The golems are probably a bit too easy to kill in that scenario, though.
I’ve just published my first Godot game (and first game jam game) for the Godot Wild Jam 49. Feel free to check it out!: https://astrelion.itch.io/rosemind
You play as a budding hivemind with the goal of controlling every mind, eliminating every enemy, all while prevents islands from sinking from too much weight.