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Gavitro

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A member registered Jan 06, 2022 · View creator page →

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The biggest problem I have with the game, by far, is the default limit of 4 babies.

Lil Chad, being the equivalent of Sunflower, is a must-pick for normal runs, so that leaves three slots open. I've almost always used Cube of Meat for the second slot, because the defense is very helpful against clumps of enemies, and it hard-counters the worm monster in It's All Mine. That gives me a mere two empty slots, and I have to use at least one of these for an offensive baby. Even then, I've found Brother Bobby to be reliable enough that I keep using him for the earlygame levels.

Thus, the strategy feels stale; there is little room to make creative loadouts with the babies I choose throughout the run. I've learned that choices matter much more for the bosses, because I think they utilize all the babies I've collected.  For the regular levels, however, I tend to ignore most of the babies I get, because I constrain myself to a loadout that I think will work for the rest of the run. 

Personally, I would set the default limit to 6 babies; that is the amount of seed slots which the original Plants vs Zombies starts the player off with. But I think even 5 babies would seriously open up the game.

This is some good shit! It feels like a melee-oriented, roguelite Gun Godz, which is something I didn't know I wanted to play until now. It's definitely a game I will consider buying when its full release arrives.

I was near-instantly hooked with the combat, items and upgrade system. It was simple enough for me to understand, but seemed to have greater depth which I haven't fully tapped into yet.

I've only played one run for about 20 minutes, dying somewhere at floor 2, so I don't have much in-depth feedback to give at the moment. If there's anything I did notice, it was that the enemy variety felt shallow for the first two floors, but since this just is a demo submission, I'm not going to hold that against you.

My workspace is a 64-bit Windows 10 on relatively old hardware. I have been consistently able to run the game under these conditions, so unfortunately, I wouldn't know off the top of my head why this is happening to you.

I will upload a 32-bit version of the game as soon as possible, in case it is the bits which are throwing you off. If that doesn't work either, tell me and I will ship a third version of the game with Godot's debugger, so we could possibly figure out exactly why it's crashing for you.

I'm glad that you think the UI indirectly hints that there is a limit to what pieces you can place. I like to teach players without words whenever I can, so even though I have a tutorial, I didn't cover absolutely everything in the game.

I agree though that there is a stale meta I've learned through my own playtesting. The game is much more interesting in the early rounds, as you don't have enough mana and thus have to be smart on what pieces to place and move. However, once you get a full column of 8 pawns, you can decimate most waves with ease. I see two causes of this:

  1.  Enemy variety. The only COVET currently in the game moves in a straight line and takes 10 shots to destroy. Even in mass numbers, it isn't much of a threat.
    For the future, I've planned to introduce an "armored" COVET which has considerably more HP (think Conehead Zombie in Plants vs Zombies). However, I was initially planning to introduce this enemy a few levels into the game, as I would first add a different enemy type which is just as fragile as the demo COVET. Now I am convinced to swap places and include the armored COVET as soon as possible, to counter the 8-pawn strategy.
  2. The economy. Currently, the king produces 50 mana per 5 seconds. That means in 40 seconds, you can set up a full column of 8 pawns.
    I have a few ideas on nerfing the economy, not just to enforce the earlygame strategies for a longer period of time, but also to encourage a future mechanic where pawns can be upgraded into free pieces of other types.