Ah I died while moving between the map and the library, maybe that was why, could've got stuck behind the building sprite where I couldn't see it
GregHib
Recent community posts
Fitting aesthetics and sound track, didn't understand how the theme fit with the gameplay as the enemies were robots rather than humans. Even so I shot the first robot a few times, as it didn't seem to do anything I dash to the last room within ~30s to realise there's no ending, then I noticed that if you get close to the robots they shoot you! Also the screen shake was horrible on the eye's.
Needs some tweaking :)
Loved this one, great mechanics, well polished and variety of enemies and upgrades keeps it fresh.
The lazer beam enemies were a bit op as they can target you before they're within sight, that and the upgrades outside of micro rockets and speed didn't seem to make that much of a noticable difference. Also seemed like the big boys could only be damaged by hitting their wheels.
Nice game, appeared to be using a heatmap for tower placement which is a welcome change from more traditional tower defence games. Although annoying at times without being able to preview valid placements or being able to sell badly placed towers. By around kill 250 became quite stale with nothing new to do other than make the longest path to the castle possible, lots of room for growth :)
Lots of fun, movements felt good and the grass parting is a really nice touch, dashing is really overpowered (in a good way) as you can still recover from being hit over the edge (reminds me of super smash bros) and double jump hit dash hit you can stay in the air for a really long time. Ai would ocassionally walk on air and be scared and walk backwards off the edge. Only two things missing: escape button to exit, and my own sword!
Beautiful game and fitting soundtrack and effects. Impossibly hard and let down by it's controls. My initial reaction to the charging opponent was to jump, a movement which doesn't exist. The parry move only lasts for a split second meaning it has to be perfectly timed giving no leniency for mistakes. I see no reason why you shouldn't be able to hold the parry button down indefinitely and it stop once you've parried once. The opponent attacks non stop, even after being parried, giving no room for the player to counter attack. The opponent also has an unfair advantage being able to pass through the player when the player can't pass through him.
Overall needs some polish to mechanics and gameplay but very well executed nonetheless