Thank you for your feedback glad that you had found the gameplay fun.
IdleNotIdleGames
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Please be advised a lot of systems were not implemented, such as the cycle system to represent time to add and remove resources, as well as the cost system for buildings, this was due to early withdrawal during development, please feel free to leave advise on systems or items you would like to have seen, I can work on the project after the jam and update it.
If you play the WebGL version, you will likely have to do so in fullscreen for the UI to be fully functional.
I generally set my UI to the stretch/stretch setting for the race transform in Unity, and if there is text, I switch on auto font size, so this helps the UI scale to smaller or larger sizes. This does generally require some tweaking with the filter mode and compression of the sprite settings as well as the pixels per unit setting to ensure that it doesn't get pixelated when scaling to different sizes.
Interesting concept, unfortunately during my play, I was only able to encounter zombies in my first wave, in which I died after being boxed in when trying to collect a new weapon, there was also a lack of feedback or indication of a successful attack. I loaded the last save and went on multiple more missions, however, no zombies spawned in any of these missions anymore, so I successfully defended the village by doing nothing.
I like the idea of being on the attacking end, it is a unique concept. Although I understand it isn't easy to balance and test all aspects in such a period, the Tauren were overwhelmingly more powerful compared to the other units, I only needed to use them to clear the game, would have been interesting to see either their effective ability go down over time as the defenses become slower shooters but heavier punchers, which then gives time for the swarm to shine or something similar. But overall, a fairly enjoyable experience, thank you.
Thank you, I have plans for further development, however, I will wait till next week to implement them, it will mostly be buildings and equipment. And the systems I could not implement in the current state. It will also be campus holiday shortly after that, where I might have more time to spend on my projects.
Thank you for playing, the doors are real, I just blocked them off for now as there is nothing truly built up yet in the second area.
I do agree that the boss is a bit of a difficulty jump, mostly because of its phase 3 attack speed increase. Guess I can be happy the regeneration system was not yet implemented for the boss, it might not have been beaten then.
Thank you for your feedback and I am glad that it was fun, please look forward to future updates, there is even a minotaur boss planned.
Thank you for your feedback, it is actually meant to be a downloadable game, I just converted it to WebGL in the prototype stage to make it easier for players to access it.
The reason I am using the mouse for shooting is because I am planning to later add mouse based aiming, and it's easier to build for it from the start, it will also work with the ability system that I am planning.
The dash system is made to go through the environment as it is a navigation trick, basically it's setup to allow you access to secret areas, I do believe I have set it to bounce back when stuck in walls. So when doing the final level builds, I will build the impassable walls to be thicker than the dash.
Interesting idea and concept, though the opening animation and scene, as well as jump, ladder, death, and spring jump mechanics, are exactly the same as Sibling Rescue 2 except for the darkness around the edges now, as well as the super large spring that was new, glad the level was changed up to add more spike traps and jump challenges compared to its predecessor Sibling Rescue 2. It made it more fun and challenging and I had to spend a lot more time to clear the game this round.
To be true it was 5, as I missed the first two days cause I didn't know about it. If I had been busy for the full 7 days it would maybe have been more polished, in fact, I am surprised by how much faster it has become to develop over the Game Jams that I have attempted.
I do believe not having to make the art assets as I used Kenney Assets was a great help in making the dev time shorter, however, now that the game jam period is over I might take to trying to do the art myself.
Thank you for playing it I greatly appreciate it, if you want to make any suggestions for the types of plants still needed do not hesitate to reach out.
Interesting idea, nice touch with the color theory, however, I appreciate the highlight when you have compatible color to the target. It was fun, however, it felt as if the pace slows down after a while and it became easier to destroy the paint drops especially seeing how they never spawned behind me after I picked a corner of the map to camp in.
Good day, it is the other way around l, it's a coder that had to find art for his code. I forgot to add the credits screen as it wasn't built into the program at time of submission, will update it after the voting period ends as I don't want to make changes during the voting period.
Thank you for your feedback on the arrow pointer I will look into making the arrow stand out more.
As for the speed of the character, some of the techniques that are planned will be capable of increasing movement speed. As for the breath bar progress it is coded to work on a 4 second max system, but I do believe that I made a reference mistake and it is a bit more random in the end. I have looked at changing it to a 1 second fill system.
Interesting game, enjoyed it quite a bit, would have appreciated a checkpoint system later on in the game as I get stuck on one specific challenge. Would also have liked a bit more of an indication on which direction to go as I passed a difficult obstacle for me and then reached an area where I wasn't sure up or down, so I went down, and boom spike strips the entire area full.
Good day, currently there is no true goal in the system, you can open the menu to see it, but the interactivity of the menu wasn't built. The only time the menu will have functional interactivity is when you reach the icon for the technique further to the right of the map and then interact with the item.
I came two days late so I hope I can still participate, seeing as I made a blunder with my letter I got used to ctrl+enter creating a new line, and now it has submitted a half letter that I cannot update, though I don't care too much about others making something for me, I just want to try and make something for someone else.