I wasn't able to open the 'planet_defender' file on my Mac unfortunately - thanks for trying tho!
DanielMau
Creator of
Recent community posts
Thank you for playing! An alternative control scheme would be an interesting idea - aiming with the mouse might be more intuitive for players and may allow for more finely-tuned movements. The colour swapping mechanic was meant to be a fun challenge but I'm beginning to wonder if I may have gone too far. It's interesting to me that most players found this mechanic too difficult, while a couple of players seemed to have been able to manage it well enough to beat the game. As a novice game dev, I'm unsure as to whether I should try to make easier games that appeal to the larger audience or if I should continue to make challenging games that appeal to a more niche audience.
Nice job on doing a 3D game! The squish animation of the slimes when they bounce around is nice.
It was a bit difficult to gauge the attack range of the slimes - it felt like they were hitting me despite me thinking I was far enough away. I also think that playing a sound cue when taking damage would be nice to help inform the player that they are getting hurt. I also saw some white artifacts when I was moving my point of view.
Nice job on the sprites and animations! The game looks very polished from a visual perspective. The game was quite difficult for me (I played on medium difficulty). I didn't feel like I had any time to do anything other than use the scythe to kill monsters since it seemed like they spawned at such a quick rate.
I feel like the shovel action animation could perhaps be shortened? It looks like it's a single animation that repeats once, but only the first cycle of the animation is enough to kill the tentacle. I also noticed that I could walk out of bounds into the black area during the tutorial.
A nice challenging game! It feels very polished. I like how you combined the mechanics of digging and launching yourself into the air. The mechanic of bouncing off of the flowers reminded me a bit of Hollow Knight when you strike down to bounce off enemies and spikes.
What inspired you to come up with the digging and launching mechanics?
Thanks for playing! I'm starting to realize that the game is quite difficult for a few players - I think your suggestion of slowly ramping up the intensity is a good way of easing players in. One keybind to cycle through the ammo types could also be easier to grasp than 3 different keys, even if it may require more presses to select the ammo you want (at most 2).
I'm glad you liked the art!
I like that you made a multiplayer game! I don't have anyone to play with so it's a bit difficult for me to assess how fun it is, but I can see how it could be fun lol. The vibe reminded me a bit of Smash Bros and Jump King put together.
I think it would be cool to have an indication that the frog is charging up his jump - for example, the frog quickly crouches down a bit (unless this was a deliberate design choice to keep the charge hidden from the opponent)
Very well done! The presentation was great - the sprites and animations were nice. I liked watching my base grow and become more efficient. It gave me Factorio vibes a bit.
I noticed that when you pick up a unit of water near the tree, you have to walk away from the tree and then walk back towards it in order to deposit that unit of water.
Unique game idea! It's like tile-matching but with a bit more brain power required. Are the numbers arranged randomly or is there an algorithm such that you can always create a least of few 10s? It was pretty hard for me to make a 10 out of more than 2 numbers haha
I was playing on my browser and I noticed that my mouse cursor didn't line up with the numbers that were being selected on the game screen - I was still able to play it though!
Hey, thanks for making this post! I've submitted this game: https://danielmau.itch.io/earth-65-is-green-enough - if you have a chance to check it out that would be great!
I want to play your game too, but I'm on a MacBook - is there still a way for me to play your game?
Cool-looking game! I like the animations and sprites - very smooth and nice to look at. I like the game mechanic of dodging projectiles whilst orbiting a planet.
I think some text in the mission pop-up would be helpful to explain the mission as it wasn't immediately clear to me as to what the objective was. I also noticed that I could click and drag on the white and green health bars.
I like the concept of experimenting with eating food and discovering their effects. I like that you included Ramen too haha
I was having a bit of trouble assigning items to the 4 slots other than the first one - I tried pressing keys 2 to 5 but it didn't seem to work (I'm on a laptop so I'm using the number row instead of a numpad if that makes a difference)
Nice game! I like how you included the mechanic of covering up the green. It made the game feel more engaging than just straight up killing enemies (which is also fun tho). I also like the flamethrowing animation.
I think I took some free damage from the triangular spikes when the stage switched up - I was walking over a safe tile when all of a sudden a triangular spike spawned under me and hurt me.
Interesting concept. The Earth sprite and its spinning animation are well done. It would be cool if there were things happening in between the major events that prompt a pair of actions - I found myself just spinning the Earth until I reached an event. It was at first unclear to me that the population and heat were progress bars instead of buttons - but the overall UI was nice. I think you could definitely develop this game further!
Thanks for playing! Yeah I think the control UI showing each ammo colour would have been helpful to the player. It definitely could work with 3 separate shooting buttons for each ammo type; the gameplay would be quite different in that you could shoot 3 ammo types at once (as opposed to swapping from one to the other in sequence).