Don't know if I misunderstood the controls but, I kept getting super unlucky with impossible portions generating.
Haunted Target
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The controls are good for the limited time the game jam gave but, the game feels a little rushed around some parts with the lack of indication if you beat the game. The AI doesn't really chase the player well and you can see gizmos while playing which make it far too easy to see when the enemy is chasing you.
I’m glad you enjoyed the part of the game you got through! To clarify, yes the floatiness was an intentional thing and as well the first level after the tutorial is supposed to be difficult as I’ve planned the game to have no definite learning curve to add to the rage aspect. Also the beat the first level you actually do need to jump around and off the wall so at least that was clear lol
Honestly, I never thought about that. I’ll try to implement that. Tho it’ll take quite a bit of code changes to do it.
I have the red blocks coded so they’ll reset the current scene and, with the character in different places in each scene, it will be a challenge but I may just have to do it.
Also thanks for the advice and I’ll credit you for your it even if I do find another solution in the next version!
I liked this. One thing I could say is I noticed a clipping with the duck's turning, this is only a game jam version and as well it doesn't hinder game progress so I'd say don't worry about it too much.
One thing I loved was the option to go into first person and that feature kinda gave me Baba Is You vibes.
All in all, this game is really fun and I can't really say there way anything left out of the puzzle game atmosphere!
I won't rate it as I was unsuccessful to boot up the game from pressing enter the first time. I'll come back later in order to try again. Could you tell me if I did something wrong when loading it so I can play the game successfully?
Also gotta respect that you made this in GDevelop, my game developing roots... even tho I didn't ever make too much lol
I like this game quite a bit, even though I don't understand poker at all. One thing I could recommend it a variance of speed between each enemy type alongside with their health to make it so you don't just need a bunch of high powered towers to take out the wave. Another thing I might recommend is making the tower price and/or the enemy kill reward increase across waves in order to have a form of progression system to keep the game from getting repetitive.
All in all, this is a wonderful submission to the game jam that I feel anyone could pick up regardless of skill in either TDs or Poker!