A nice inversion of a classic genre. Plays similarly too, counterpicking the hero units being a key part of gameplay, though you have the added lever of choosing the order and timing of your wave. This extra wrinkle was a really interesting idea. When it worked it was very satisfying, though often I had wished they moved at more similar speeds as I repeatedly tried and failed gauging when to release faster units relative to slower ones. Each level being a single wave with a set choice of unit types actually makes it play even more like a puzzle game than any from the original genre. All in all I definitely enjoyed my time with Demon Lord's Invasion, and it had an impressive level of depth for a 48 jam. Nice work!
doubledusk
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Watching my army wail on the hero was fun and the presentation was really great! However I didn't feel as though my input had much to do with my success. More ways to influence the economy or more variation to unit types so that I can choose a more deliberate strategy would help flesh the prototype out into something great. :)
Unfortunately it wasn't clear to me what I was meant to be doing - whether I was only dodging or if I was meant to turn and eat bugs as well. More inputs made more bugs spawn but I didn't seem to be able to use the Dash ability or the "charge" mentioned in the instructions. It's nicely presented and has a lot of personality in it's graphics and sound design. The way in which the game is said to match the theme also sounds like a great interpretation that's much more dynamic that simply playing as the antagonist - I only wish I understood how to play it. :(
A super ambitious game, with a great concept and the start of a great execution. I was a little stuck trying to design an effective dungeon though because I wasn't sure how what I was placing was affecting the adventurer AI. A little more player feedback would go a long way to realising this games full potential - e.g. tinting green/red for valid/invalid placement of objects, AI behaviour changes like noticing gold showing a "!" over their heads or having the area of effect of the loot visualised, and more tutorialisation for less intuitive traps like pressure plates. Would love to see it developed more!
An interesting take on a popular idea this jam! Having a fleet of apples you're trying to protect while only controlling one was a nice twist, trying to shepherd the snake away from the flock to protect them. Very enjoyable, only wished there were more mechanics to keep you occupied for the full length of the timer - maybe a dash, or an apple-shout to call or repel your brethren.