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Haddock42

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A member registered Feb 07, 2021 · View creator page →

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I think it's because there are "a few exceptions due to the nature of the creature".(lol jkjk) The chest, for example, doesn't have an attack animation but instead has an open/close animation (because it's meant to be your inventory buddy and not an attack buddy). This really is a great pack to an already great collection! Krishna really has made one of (but most likely the) most complete and expansive tilesets on itch.io.

That's great lol

For my critiques: maybe it was a glitch, but the towers were just the Godot icon. The towers didn't do much so I'd just spam spawn the spiders and then just wait around until they got the treasure.

What you did well: the music was really great! Impressed you made all that in 48hrs! Other than the Godot icon thing I didn't encounter any glitches. Everything felt fast and responsive.

Like someone else said, the UI could use some work, though that'd be really hard to do for a game jam game. It's a semi-complicated game (where you have to keep track of a good bit). Ideally, you'd slowly introduce new medicines and stats (like phantom pain/Iron and such) as the game progresses so the player isn't overwhelmed like I was (or maybe I'm just super slow at this kind of thing lol). 


It was both really creative and kinda realistic at the same time lol. Because side effects for medicines are very real and serious. It's kinda similar, but I love buildcrafting in MMO's, and the gameplay reminded me of that and I had a good time.

Lots of fun lol, replayed your game a bunch, usually I'm done after I've played through the content and understand the game enough to judge

Hey! Great job! Only wish there was more, like if you had an even slower falling guy. Keep up the good work!

Looks much better! Keep up the good work, really impressed with what you managed to do in 48hrs

Yeah, ofc. Obviously, if this was a longer game jam I'd recommend an in-game tutorial, but aint nobody got time for that (in a 48 hr jam). It was mainly the potions that took some figuring out how the mechanics exactly worked, so I'd recommend putting in detailed descriptions for the potions, and since a tutorial was probably out of the question I'd give the player the option at the game's start to go to a "practice level" where they could play around with infinite troops/potions for as long as they want so they could figure everything out pretty quick

Really fun, thoroughly enjoyed it. Although the abilities/troops should have been explained either in game or on the game's webpage. The only way to figure out what different buttons/abilities did was through trial and error