The v1.2 update is out! Featuring a RESTART BUTTON (press Esc and choose Restart), a bunch of UI improvements, and somewhat improved color flipping. https://hiroshi-mcbride.itch.io/i-didnt-axe-for-this/devlog/817857/v12-is-ready-to-play
Hiroshi McBride
Creator of
Recent community posts
Really fun take on the Survivors genre! Every time I thought I had a broken build, the game caught up with me in a neverending arms race. I did sometimes have trouble figuring out the limitations of the game’s rules: it was clear that I can 2x a 2x floor, and only once, but sometimes I was still surprised at the result when I rearranged the floors.
Anyway, I closed the game before it sucked up my entire evening, I still have to cook dinner ;)
This is captivating! The topmost stratum inevitably gets filled up and completely stifles the economy while the bottom layers constantly need to be renewed and struggle to keep up. I’m not the only one who’s seeing a metaphor here right? :p
The visual style and music accompanying the simulation make this a meditative experience and I was surprised to find myself transfixed. Wonderful work!
This is a lot of fun! Pretty damn good for a first game. I’m actually surprised I’ve never seen Snake and Tower Defense combined before, you are onto something imo.
It might be helpful for this style of game to move the tower to the left hand side of the screen, so you have more space to focus on the enemies. I’d like to hear some music and sound effects added to the game as well.
All in all, great concept and you executed it well :)
This game is lovely! I love the old Macintosh computer framing and the general visual style is on point.
Full disclosure: I didn’t make it to the end. I did find it really cool how, at around floor 15(?) the level design became more open-ended and suddenly I was traveling back and forth between floors in a much more exploratory way. In general, the ever-increasing complexity of the levels made for a really natural-feeling difficulty curve! I did get frustrated after falling down a hole and getting set back several floors, one too many times.
The main reason (as pointed out in another comment by my co-developer, mijkolsmith) is the fireball traps. It’s not always easy to judge whether you’re in their path or not, which made backtracking through earlier floors especially frustrating.
I would also like to see more interaction between the game’s systems, e.g. enemies being hit by traps, or being able to knock them into pits.
Definitely an impressive game though! On the technical side I’m especially amazed at how clean and polished the game feels, and the combat is tight as well. Great job :)
Our entry was painful to make, it’s only right that it’s painful to play as well. Check it out here!
Sorry I didn’t get around to playtesting the latest version of this when the survey was still open, but I’m so glad I came back to it!
The atmosphere and the tension are so THICK and the writing highly evocative. I love the combination of Disco Elysium’s inner voices, and the thinking, feeling exoskeletal companion à la In Other Waters. And since this game’s narrative seems set up for some psychological horror, I can imagine a scene where these interact with each other directly, bypassing the physical voice entirely.
You seem to have such a strong vision for this game that I rarely see, and I’d love to play the full version if/when it comes out!
Lately I've learned to work with an iterative mindset. Instead of fully implementing each feature right away, I do all of it in a quick 'n dirty way, sometimes not even in a game engine but in something like PowerPoint if possible. Just to see if my idea has any potential. I understand that it's not something you necessarily do consciously, but try to avoid going for a 'full' implementation right away and just embrace the raw spaghett.