Did I REALLY kill an average of 25.5 enemies per second?
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Did I REALLY kill an average of 25.5 enemies per second?
I can't stress enough how much more I would have liked this game if it had no bullet spread... either that or lag (Firefox + Linux + WebGL is a nasty combo that lags almost every game) made it REALLY convincingly look like bullet spread... because it feels really good knowing that winning depends entirely on whether RNG wants to cooperate. I have hundreds of hours in Bloons TD 6.
But, I don't want to let that take away from how well made this is.
The graphics are great for a 2 week jam game, even better that it's done in 3D which is notorious for often resulting in bad graphics in a jam game. The polish is nice.
The idea that you play as an in-universe character in a tower defense game is pretty common, but I've never seen it executed THIS well (if we ignore the bullet spread).
It almost plays out like a roguelike the way you get some RNG in what you get but you won't get messed up too bad by this, so every run is possible but different. It's quite fun in this way, putting a unique spin on the rogue formula that even BTD6 sort of failed in with the recent Roguelike thing they did.
I only got to wave 5 before dying because my only chance at dealing enough damage to the boss, the thunder, was spread. I'm probably missing out and will be trying for better.
Nice submission!
It was not fun at the start as I did not know how to punch. Then it was fun when I found the j key and the u key. Then I decided to see if I could fall into the abyss. Spoiler alert: I can.
This is pretty cool to start, if I were to improve this game the first steps would be to expand the amount of content.
Hey fellow dev who designed their game based off a Greek myth! We even have a similar art style! (though the mechanics themselves differ significantly)
Also I couldn't help but think that the Fox Mage's real name is Mozilla (because they use firey foxes and are a fox and are therefore a Firefox)
Was pretty fun to beat up enemies with 2 swords and 2 baseball bats 2 while mashing the keyboard.
Well done for a first jam, and especially after missing out on over half the development time! I enjoyed playing this quite a lot. Was very quick to build a max tier sword unpunished, reached round 9 then decided to see what happens when I died. I got ded, deconstructed, and lego'd. Did you happen to be inspired by Cursorblade, a very similar game?
Also, I know "Unstable Concoction" as a tower from Bloons TD 6:
I would rather recieve harsh criticism than praise without reason. Thanks!
This is my second (working) jam submission and in my opinion this game is slightly easier than my first one. I'll definitely have to think about difficulty for others next time. Making an easy game without making a boring game is hard... I'll get there eventually.
Game is quite easy if you use the secret strategy...Don't kill the first enemy for a few hours of play while building up a collection of thousands of electrons and then you can just facetank most of the rest of the game. Warning: do not do this it is NOT fun to kite a single capsule around for more than a couple minutes just waiting.
Something's wrong with the Linux build. It runs, but I get a mostly flickering screen that's probably zoomed WAY in considering when I jump the screen turns white after a moment, for a moment.
I suggest using Wine or smth to run it on Linux as the devs are unlikely to fix it: last devlog is 5 years ago
The game has a proper tutorial that is 100% implemented. Except for the part where Skelly starts on line 25/26, says line 25 again, and then says 26 and then stops because I forgot to set it back to 0 after testing that part.
UI textures just ran out of time... and hover tooltips were supposed to help but that probably failed to be implemented.
Luck I guess, they just kept appearing and I kept taking them. I must have had like 4 of them by the end of things. And I was not really adding that many others and I was taking removals of other dice types.
You can also withhold them in your hand between "restocks" which allows you to have 3 in your hand even if there is only one in your deck.
I won! Spamming gifts is busted: if you get a board with a few of them down and then score, they will multiply, it will be your turn again and you're practically guarenteed to have enough on the field to score again after you take it, which will cause it to be your turn on the board with 3 still available and it just gets out of hand... I hit the final boss with 4 scorings in one turn to practically instakill it.
This was a fun one!
Skelly was accidentally left on line 24 of his 26 line tutorial for the final build... he explains everything you need to know but you only got the latter part of the soul mechanics from him
And some of those buttons are broken
Surprised clicking the Gods did something, I thought I had failed to implement that
(never again shall I be unprepared to deal with Sudden Onset Homework)
Reason: they abused accessibility by making it a mobile-only andriod game and then got a bunch of friends to rate it 5 stars in all categories - that way, no one would play it and they would be none the wiser. Except we caught them with the use of data science to discover that all their ratings simultaneously and then flatlined, indicating that they were trying to pull a fast one.
The game looks and feels stunning and I love it, but some variety could be used (which your game description states it intends to add)
It feels a bit too much like Clash Royale, if you don't want to seem like a knockoff you could add some things to separate it such as permanent upgradable towers or switch the map layout to not be 2 bridges
I found the optimal strategy is to just spam farms until the map is filled with them and you have enough money to place a few more when it rains and turns 4s into 3s to place more on. Then pick a tile at 5 elevation and constantly plant trees on it for the rest of the game, filling in farms on every tile that becomes available. Once there's no more space for farms you spam the spacebar and plant trees on the last tile for the rest of the game.
If I had to change something, I would add a score value that increases by the total remaining land in the game including elevation. That way you're encouraged to hold onto multiple tiles instead of just one. Also more buildings with special effects that can affect neighboring tiles or move clouds
I couldn't get over the fact that the player's hitbox and camera were slightly offset from their point of rotation, causing money collection and actually lining up to select/place turrets a lot more of a hassle than it should have been. When I found a tornado powerup to pull in all the money I couldn't spend it in time before I died because I had trouble lining up placements.
Other than that, great game! I really liked the cost balance with price increases and having 3 archetypal towers, and the 3d first person tower defense is hard to pull off. The game felt like it was just one constant wave due to there not being many breaks so I felt a bit bogged down. The idea of having special drops is cool, and that's something you could expand upon to improve your game. I would also add a few more tower and enemy types to spice up the gameplay. The idea that enemies would pathfind from all directions to the center through a maze is also rarely explored but could be good.
If there was a potential category you would earn an easy recieve 5 stars there.
Thanks for playing to the end! Many failed where you succeeded. Yeah there was meant to be 5 levels but I had to cut some out because of time restraints. You played levels 1, 2, and 5 instead of 1, 2, and 3.
Thanks for the visual check, not many comments told me how good I did with what was mostly my own pixel art.The rating number didn't go up did you forget to hit "save rating"?