Everything worked fine for me now! Just finished playing, I enjoyed it! Replay value is super high in order to find alternate endings, I had a good time :)
FaceplantPhilip
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Fun game, I nearly played to completion but didn't end up finishing the last stage. I think the biggest problem I found was that there was too much going on from the very start of the game. This problem is two-fold:
1) As a player just starting, having 12 attack options in addition to 3 movement options is WAY too much for the first level of a game with no tutorial. It was really overwhelming and I was reading for the first minute or two of my playthrough.
2) Because you have every attack option available to you upfront, this means the player doesn't get any more powerful throughout the game. This poses a major issue because the enemy waves increased in power dramatically (Maul slime and 1-shot Blue slime I'm looking at you). This makes the game feel way too easy in the first few waves and way too hard later on. It also makes the game feel stale because there isn't anything to play for or unlock as the game goes on.
The best tower defense games are really successful because the player starts out with a very vanilla tower/unit and can either upgrade or buy more powerful towers/units as the game progresses to match the power creep of incoming waves. I think if you switched to this kind of model, the game would be even better than it already is!
Sorry for the essay, I think you guys did a great job and I really appreciated some of the smaller details like the animations of the map building/disassembling and the random quotes :)
Congrats on this submission! Crunching a project on a game engine that is new to you is no easy feat. The graphics were cute and reminded me of old HTML5 games I used to play.
As far as feedback, an easy addition that would be nice is adding some basic SFX for things like taking damage, firing, killing enemies, etc. Stuff like this really helps communicate to the player what's going on in addition to the visuals! They don't have to be major, you can just record yourself going 'pew-pew' or 'ouch' and that would work :)
Awh man, I hate that the game only had 2 rounds, it was really fun! I would definitely play more if you decide to continue working on it. Very fun strategy and I loved that each opponent had unique cards for you to strategize around. I could see this transitioning into a real-life tabletop game really easily.
Really well done!
This game is charming despite it's freakishly easy difficulty. You can amass hundreds of apples very quickly and line the entire track with the green turret and the game kind of plays itself. Adding some variations to the towers available and a noticeable increase in strength of the units would make this game better! Also, the current map allows for a lot of unused space where really only the apple trees can go. I second the recommendation below that tower upgrades would be super cool like Bloons TD6 does.
Fun game! Really enjoyed the low poly 3d aesthetic and the soundtrack was great. A few minor things that I think would make the game even better:
1) Echoing the sentiment that others mentioned about the road being a bit nauseating. I spent most of my time playing looking on the top half of the screen b/c of this
2) The AI controlled sportscar asset breaks the immersion of the low poly world you probably worked really hard to create. Even if you swapped those models out for blue-painted versions of the player's car, that'd work.
3) The procedurally generated track on Spaghetti Junction pathed straight through the end-of-level cube and it almost blocked the whole track. This is a bug that could really ruin someone's playthrough if the track became completely obstructed.
4) My car got flipped by one of the AI crashing into me and I couldn't get flipped rightside up to finish the level so I had to hard reset the game. Would be sweet if this could be fixed.
Sorry for the essay! Really fun game and the first level was super therapeutic, ha.
I love the character models in this game and enjoyed the comical slap effects, ha. Two main things I'd recommend that hindered me from enjoying the game as much as I could've:
1) Would be really nice to have some invulnerability frames after taking damage. Most games employ this kind of feature and it would've saved some frustration from going from 5 hearts to 2 by hitting one spiked barb on some of the sections with tighter platforming.
2) Would've been cool to see even just one more attack to be able to use. Slapping the eyeballs over and over became a bit mundane to the point that I just started to run away from the enemies on the later levels.
Overall nice job and good luck!
You stumbled across a bug that slipped by me in development 😖 The behavior tree was based on his line of sight, which doesn’t include the area behind him so he has a major blind spot after his run attack if you position right. In the future, I’ll patch it so that he has 360° awareness so that doesn’t happen.
I’m really glad you enjoyed the ambiance of the game! That’s weird that the shooting wasn’t working for some reason, this is the first I’ve heard of that happening. Some of the bugs take a decent amount of shots to kill, but it should never be more than 10 or so. Was it properly playing the animations and sounds and stuff?
Thanks for playing! Yeah, I wish I had more time to add some more juice to the reticle so the player can have some sort of hitmarker. I definitely noticed that the game tends to be a bit unforgiving if you miss some shots, so I’ll probably place some more ammo drops around the map to remedy that. Thanks for the feedback! :)
I honestly think that the wall-bounce wouldn't be an issue at all if steering was a bit easier. I think the issue I was running into is that I would bounce off an enemy -> bounce off a wall -> now all of a sudden I'm going backwards -> try to turn around -> bounce off another wall... you get the idea.. But yeah, reverse might be a good option with steering that represents the inverse of forward steering: like how a car turns in reverse.
Good work, I am a sucker for bullet hell type games so this was a cool one to play. I found the thing most limiting to my enjoyment of this game was the movement. I played it for a pretty extended period of time and was wondering if experience would help me better control the mech, but it did not. I think if you make the steering a bit more 'snappy' and responsive rather than having some latency when turning would make the game much more user-friendly. Also, the auto-bounce on walls sometimes let to frustrating situations when I would get trapped in a corridor (I believe in the room before the boss there are some tight pathways on the perimeter). My intuition expected the ability to reverse, maybe that's an option open for your consideration?
I really enjoyed the mechanic of dragging and dropping weapons onto your mech. It's passively increases your time to die while also giving you an edge against some of the tougher enemies, so that was really well done. All in all, good job!