Cool tower defense! The idea of merging 4 to create a bigger tower is really nice concept. Great job!
Ignacio Randazzo
Creator of
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I would consider adding an indicator to the racks that shows how many servers are currently filled, as when you have lots, it may not be obvious which ones you filled and which are empty, even moreso when you upgrade them to higher capacity and already had previous ones.
Also, the option to sell servers which havent reached their lifespan to upgrade them to better one could also be nice.
Overall, it's a really cool concept, I like idle games, and there aren't many of them focused around networking/infrastructure, with a bit more polish it could turn into a really nice idle game. Great job!
Amazing work for being done in 48 hours! Congrats!
As some other comments said, I would add/increase the coyote timer to make it a little bit easier on the longer jumps. It wasn't too difficult on the first 5 levels, but on lvl 6 having no checkpoint and multiple difficult-to-time jumps made that level extremely hard.
Overall really nice game! Good job!
Sometimes you can end up inside rocks, which by the way the rocks are set up inside one another makes it feel intentional? I don't know, it could be a nice addition to the mechanics if it was intentional, but sometimes it made me feel stuck, as I had to find a way to not get inside the rocks.
Overall feels like a fun mechanic, I could see it get more polished and turned into a nice game, good job!
PS: I got to 123 in the leaderboards, definitely tried to get better but that was as long as I could get!
It would be useful if the cable connection parts showed how many points they are going to give you, so you can plan more in advance and not do trial and error.
The rewind mechanics is a really intersting idea!
I could see it being expanded with more levels to make an interesting puzzle game. Good job!
I'm a big fan of puzzle platformers, and this one seems like it could be a great mechanic for one. It just needs a little bit more polishing for the assets, but the core idea works great! One little thing I would fix is I would add a coyote timer for the jumps, so that it's not so hard, specially when there are levels which the jump distance is almost the maximum possible jump one can make. Overall good game, congrats!
It is really amazing the amount of features development-wise that you got into the game. Considering this was a jam submission, getting all this done in 96 hours is amazing! Great job! If you continue on with development after the jam, I would focus not on adding more features, but instead polishing the assets, and maybe adding a tutorial. Best of luck in your journey!
Gracias por el feedback!
Ambas son cosas de las cuales estamos al tanto, por cuestiones de tiempo no llegamos a hacer mucho playtesting y balancear bien la dificultad del juego, y con respecto a las teclas, asumimos un layout qwerty y no consideramos otros layouts, o incluso que hay quienes puedan preferir otras teclas incluso en qwerty, como posible mejora pensamos agregar un editor de teclas para que cada jugador elija cuales le resulten mas comodas. Si el juego genera interes, luego de que la jam termine lo actualizaremos para incluir estas mejoras y otras que nos han comentado.
Gracias por probar nuestro juego!
Thank you so much! Yeah, we lack a proper tutorial to introduce concepts like the shield, which some people have pointed out to us, there is definitely room for improvement and we will keep those suggestions in mind if there is some interest in the game and we decide to release an update. Thanks for the feedback! Glad you could enjoy it.
I have two particular things I would look forward to if you continue development:
When focusing the same bodypart for decreasing size, it ends up making it really difficult to click for attack later, like the sprites dont match the hitbox exactly, so there is a large overlap of some other larger body part. Also there is no reason to target the legs for example, I just keep increasing either my sword or body, and decreasing the enemy head and torso, since killing those gets me the win, it would be nice gameplay-wise if for example removing the enemies legs gave you a turn-speed advantage or something like that.
Overall looks really nice, and more importantly is actually fun to play! Great job!
Nice short game! On my first play, I didn't know how to use the chopping and grounding UI, since for some reason the first time the keyboard buttons indicator didn't pop up, so i just keep putting things to melt, and after beating the level I realized it never asked for some combination of ingredients, molten extract for example, although it was implemented with custom sprites and all, I assume some got cut off due to time constraints, same happened to us. If you continue to work on this game it definitely has room to grow in terms of how many combinations you can make. Great job!
Really like the puzzles, and the art (both music, sfx and 2d art) is really polished and nice!
A couple of notes, on level 7 it isn't really clear why you have to make the circle first on the left side and then the right one. On level 10 it crashed for me, when making a circle starting from the red square, restarting doesnt work and neither does any UI button, but having the ability to skip levels allowed me to continue after restarting.
Overall really nice game, congrats!
Thanks for the feedback! I'm the programmer for this game, and I totally agree, gameplay could be more polished, but I underestimated how long each feature was going to take, so we had a lot of features that I couldn't fit in the game, and the ones I managed to fit bug-free, didn't have enough time for playtesting and balancing and quality of life improvements. Definitely a lot of room for improvement gameplay-wise!