Hahaha thank you so much! Yeah I figured having 16-17 units on screen wouldn't be amazing for performance ahahha but I'll be sure to bring it to PC!
DeanDoesDev
Creator of
Recent community posts
WOW thank you so much for your kind words! Yeah, the jitter is really annoying and no clue where it comes from but I'll look into it further! And as for the window, I fully agree that would be awesome, I think the only way if I'm not mistaken is to make a downloadable version of the game so I'll get on that ASAP!
Really silly and cute artstyle! I found the game to be really hard , which can be seen as a good thing or bad depending on the player so I'll list out some of the reasons for you cool devs to decide ehehhaheha
1. Because of how slowly you make money and the small variety of traps to place, I usually found myself with 3-4 spike traps for the majority of my run, and maybe a crossbow if I survive long enough
2. Speaking of the traps, for the price (10 enemies for the spike trap and 20 for the crossbow) they really feel weak. I tried one run placing down just a crossbow and it took a ton of shots just to kill one of 5-6 dinos (which side note I would die for those dinosaurs those are the cutest things I've ever seen)
3. Maybe a speed ramp feature could be nice for when the enemies get past my defenses?
Honestly most of these are nitpicks, so really really good job I'm just bein' picky ahahhah you should be really proud! Kept me playing for a good 20 minutes trying to make the perfect build!
Very fun little game for a while, but I'd highly suggest adding some variety into the gameplay, because after a while the only thing keeping me playing was the mystery of the next ability which honestly props for that! The longggg waves made it a chore to walk around the map, shoot a bit, then walk back and so on, but still somewhat enjoyable! The real fun came from the abilities! My only complaint is WHY DID YOU TAKE AWAY MY TELEPORTATIONNN ahhahah I loved that ability and lost it for the triple shot which felt like a massive downgrade, I really didn't find any situations where the triple shot would ever hit more then one arrow. I also tried to use it as a quick burst shot (shoot my usual one then subvert the timer between shots by using my ability) but it seems to follow the same timer (well played, caught my exploit before I used it!)
Nice adventure game! A few things bugged me: The controls being the main one. When moving, I can't use two keys at once, per example if I'm moving forward then realize I want to go down as well, the down key does not work. I have to let go of forward then go down! Also, the spikes should have a little extra display of when they come up, maybe a small charge up animation?
All in all, great job! You should be proud!
Really cute game and fun for a while! A bit of difficulty scaling could be nice, and also I have no idea how to deal with those friggin' blue beetles, I can't stop their shot for the life of me! Some upgrades, permanent incremental stat boosts after every run and more enemies and you've got quite the game on your hands! Great job!
Cute little game and I loved the concept of how you get upgrades! It's definitely a "easy to learn, hard to master" style game and you really have to pick your choices wisely upgrade-wise. I think it would be really really cool if instead of just stat boosts you could have the occasional cool ability unlock from that little menu, something like a revolver instead of a whip or like enemies drop gold on death and so on, making the upgrades feel a bit more meaningful since in any game a stat boost needs to be gotten over and over and over for the player to start feeling the effects. Great great stuff here, amazing job!
First off props for actually using Miniscript!
Second, really cool game concept! A surprisingly large amount of polish and content for a game made in Miniscript, very impressive!
There were a few bugs like when you collect one ring it says you won and fighting the rats that moved at the speed of light was less of a challenge and more of a button-mash-and-hope-i-kill-them-before-they-kill-me situation LOL but really really impressive stuff!
Awesome game graphics! Felt really juicy! I think you definitely were onto something with the minesweeper concept and might have missed the opportunity to add a really cool twist on the game like uncovering artifacts while dodging the traps or even just multilayering minesweeper games to show you progressing down the cave and make it a high score chasing game, but a cool game nonetheless!
Just a few technical things too: many times I end up clicking once and getting one block revealed or end up clicking a bomb first try and every 2-3 runs I'm left with a handful of situations where I'm forced into a 50/50 (a really common one is two blocks covered surrounded by "one" tiles forcing me to guess which is which)
Just a few things I thought I'd bring to your attention (if it wasn't already found hahahaha) All in all amazing job!
Very cute lil game! I think it definetly needs more work design-wise but there is potential here! Most of the time spent in game is just trying to catch up to the ball, even after I got the bowling ball upgrade it was still super hard. There were a lot of situations I felt I SHOULD'VE hit the ball but didn't somehow, like when it is immediatly above me and so on and the last thing is the impact of the ball. I'd highly suggest looking into making the ball piercing or something along these lines because it feels very unsatisfying to chase a ball for half the wave just to finally hit it and kill a single enemy LOL
Other then that you have an amazing base for a game here and I can't wait to see where you take it!
Wow this is absolutely amazing feedback! Will be sure to add all of this in the post jam release! I love the suggestions and would also like to ask you a few questions that have been bouncing around in my head for a while:
1. How would you suggest the introduction of new content into the game? I have a new huge secret feature coming pretty soon that I think will change the game completely (for the better) and I think it will help with this, but what would you suggest?
2. Should I lean into the incremental side of the game or the strategy side of it? AKA should I add more and more semi-automation mechanics or more and more ways to defend yourself, RTS-style
Thank you so much for this awesome feedback, this is really such valuable insights!
Hey! Thank you so much for playing, glad you liked it! Yeah the balancing is an issue, in the initial release the spawning was WAY too fast and now it's WAY too easy, definetly the first thing I'll fix post jam! Really glad you liked it! I was wondering, for the full release do you think the barracks are good as they are, or should I add another layer to them? Instead of them spawning every X seconds, maybe the player has to buy them? IDK, thinking out loud!
Definetly a cool concept, I felt like it lacked a lot of the "strategy" aspect, waiting for them to get close then dropping a sandstorm seemed to get me through every level no problem but definetly could turn into a fun game if expanded on it! Maybe giving the player more agency over his resources or something?
Great job! It's pretty fun for a while, but I do feel like the water mechanic is very punishing, there we're a lot of impossible scenarios like a cactus right after or before the water making it not possible for me to grab it, but great job anyways!
Also for future games, I'd suggest looking into something called Parallax background, which basically just means each layer of the background moves at a certain pace making it look deeper/3D! Could be cool!