Hah, yeah, a buddy pointed that out to me yesterday. I hadn't considered that scenario, definitely abuseable if you're reeaally patient :D
drahmen
Creator of
Recent community posts
As for balance - yeah, totally agree. I seem to have a knack for wanting to build complicated combat systems only to not have sufficient time to balance things! I playtested it on and off for probably 2 hours during its polish phase, and would frequently find myself fine-tuning combat. Ultimately I didn't want it feeling too easy, or to feel that everything was a pushover, so this is kind of where I landed. Could easily tweak it another few days.
Thanks for the kind words and the review. I struggled a lot with if people would 'get it', so I'm glad some did :D
Really solid entry, felt fun. I liked the theme interpretation, and the tiles sold it well. My only complaint is that there wasn't a full reset stage / back to main menu (that I saw anyway). It wasn't often, but I think I got into a bad state on stage 7 and I'm not sure the undo would've gotten me back far enough :D
Thanks for the awesome feedback.
Did you end up beating the game? The objective was to shoot the present. I tried to make that clear in the tutorial, but perhaps I needed to be crazy explicit :D my wife had similar confusion and I modified it, perhaps it wasnt enough. The progress is what the top bar tracks.
For the other points, UI was designed for 1080. I'd love to get to a place where I support other resolutions better, will work on that next time. As far as npc general health and feedback - noted. Opted to focus on other areas, but definitely agree it would help general gameplay feedback.