Yeah, we realised the design of the gameplay itself was a little unclear from the get-go, just not enough time to fix it by submission time sadly. Glad you liked it!
Herbalrage
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I have to admit, I was sat there for like half a minute entirely confused. Then I realised it was a tower defence game, but as soon as two enemies died, it just sort of softlocked? Nothing was happening so I had to quit. I sense some great potential from this, but it just didn't seem to work on my end.
I did not think from the thumbnail that this would be as good as it was! The most charming game of the jam in my opinion. Gameplay felt good, audio was crunchy, music was cute. Only complaint is there is no reason to stay large, usually ending up in me spamclicking until I'm as small as possible. Really fun, superb stuff!
The core gameplay idea is awesome and really addicting, probably more akin to a puzzle game than a shooter. There just lacks an objective and urgency, no real difficulty apart from how much you decide to risk shooting large waves, making it more a test of patience. Surprisingly really fun, good job man!
Yeah, our concept for the gameplay ended up getting a little muddled toward the end as time started running out, would have liked to have fleshed out the end goal and how scoring worked if we had more time. I personally put a bunch of time into the audio because I know its important to get a good "feel". Glad to hear that all translated across! Thanks for the feedback!
Extremely nice looking and stylistically great game. Got a bit stuck on the clunky controls though, locking me into a grid-like movement, but as soon as I saw the attack patterns it made a little more sense. Didn't realise on my playthrough that things had abilities on click so my gameplay felt like I was kinda rubbing against all the enemies until they died, which got a little grating since you end up surviving quite a while. Extremely cute, fun, well executed... but **** those damn kings!
Found that it was much easier standing still, even though you had the ability to move around? The casting of the clone also felt kind of a, I don't know, "longwinded" way of attacking someone? Also assuming that after each round and filling up the clone meter, you were meant to be awarded some more clones but I didn't get chance to use them from what I can tell. Either way, the art, music, and sound of the guy shouting as he runs around was stellar! :D Nice work!
I like the crunchy feel of getting the shields and preventing death for a bit, very important to keep alive. However, I didn't see much of a purpose for cloning the snowmen apart from making the game tougher? I'm assuming they add more score. Other than that, solid little game, enjoyed it quite it bit c;
Surprisingly loved this one, despite the lack of sound and visuals. Had a portal-esque vibe to it and it felt unique to laser guide a robot to places. One or two of the robot interactions felt clever and put a smile on my face. Only complaint is the Q ability felt like it made the laser pointer redundant at that point, apart from it being able to open laser panels. Solid stuff, good work!
Thanks so much! Yeah, the game is intended to just close on the desktop version, didn't know the WebGL would crash. It's actually the biggest current issue, since we ran into problems with restarting the scene, we had to make the decision to make people hard reset sadly. Cheers for the feedback, man!
Much appreciated! Thought we'd add a little storytelling flair for the fun of it. For music, I just needed something completed fast that was unique and fit the speed of the action, I agree it doesn't really fit a fantasy theme at all, maybe the ridiculousness of the wizard though... Thanks for the positive feedback!
I agree with the mana, especially towards the end of development. The menu was wrapped up within the last hour and didn't get much time to explain those more core mechanics properly. Would have liked to have a explanation popup on game start, just didn't get the time for that polish. Thanks for the feedback, my guy!