Decided to try and speedrun
jamersjam
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Good to know! i'd love to follow along with this games development. one request though.
if you do develop this further, please make the effects stack (solar particles, the mirror plant, etc). one of the most fun parts of endless games is just stacking crazy things to the absolute limit. i'd love to see 20 lasers flooding the screen, all of which bouncing and hitting 5 enemies each. Would be very fun to see and play.
Very basic tower defense game - cant really say much about it. the concept is simple and the gameplay is tried and true - its been done for years, with the oldest example of this exact type of tower defense i can think of being desktop tower defense, a very, very old flash game. the procedural generation is fine, and the idea of placing more seed producers is fine, but a little bit overpowered.
overall, game's fine. VERY simple, but decently fun, with nice tower and enemy variety. :+1:
a couple critiques
1. the largest one, by far - there's no reason to go fast! if, persay, with time the garden gnomes got faster, stronger, etc. there would be a simple incentive to upgrade quickly! but at the moment, there is none, leading to a game where the optimal strategy is to go incredibly slowly, which is boring and highlights the other problems with the game.
2. god the rose is not good enough as a final flower. its incredibly easy to cheese and then just slowly rack up money by planting 5 in a diagonal and then killing them all by sitting on that diagonal, leading again, to boring and stale gameplay. perhaps again as an incentive - by mixing flower or planting more you could gain a monetary multiplier on their drops? (goes really well with the above idea by incentivizing fun and difficult gameplay)
3. to go along with the rose being easy to cheese, the other flowers dont have that good of patterns - the sunflower should have the blue flower's basic attack, the blue flower maybe gets a spread of three or perhaps a bullet that explodes, and the lilac maybe a shotgun spread? (the lilac is incredibly easy to cheese, just stand far away and shoot from a distance.)
other than these pretty major problems, the art is great - the sprite work having a unique art style that really gives it personality and flair - and the core idea is pretty strong!
(also why is this tagged as idle)
This game is bonkers difficult near the end - its clear that you didn't have enough time to balance it so you said fuck it and just made it absurd (or its an exponential algorithm) the farthest i can get is wave 13.
that being said the art and design in this game are incredible. The ideas in this are amazing - even despite the balance issues, each plant feels unique and useful (aside from cali poppy and perhaps turnip), and the gameplay loop is great (if a little simple). Taken further (and perhaps with a separate gameplay loop?) this could easily be developed into a full game.
ok so
There is an absolutely BROKEN combo with the destiny that makes it so 50% of your cards transform into wheel of fortune, the destiny that makes each wheel of fortune grant you a destiny, and the destiny that removes the placement cost for wheel of fortune
i intentionally lost just because i didn't want to go on forever. (i had so many destinies that i was getting the same destiny like 4-5 times)
very fun little game! i love all of the different secret rooms that are in the game - however, the game does run into the issue of the innate randomness of secret rooms, especially with the super secret room. several times, i had a one in three of choosing the super secret room, ending my run, would love if there was a more consistent way for it to spawn!
i will say, this is quite a strong idea! however, if you do plan on continuing it, your going to need IMMACULATE level design. this type of game, with it being free roam and speedy in nature, will require for you to make some truly excellent levels - or else the entire thing will fall apart. Alternatively, you could severely weaken the grappling hook - its more of a "drag you to the place" than a "swing like a rope" hook right now. maybe make it so it functions like a rope - with the hook not pulling you in when its a certain amount of rope left
This game is great! I finished it yesterday (with 69% completion) and thought it was super fun! This is definitely be in my top 5 for this metroidvania month. however, i do have a few criticisms.
1. the early game is incredibly slow, and the jumps are too difficult. A game is ALWAYS going to feel easier to the developer. the early game jump sections were incredibly tight, and the game doesn't ever feel that hard again with its jumps.
2. the world is actually quite large! however this comes with downsides. the fact that you Always re-spawn in the same location means that getting to the edges of the map takes ages, especially when you have to keep going there (such as for the ability in the top left, or the final boss)
3. the final boss actually feels really good to fight, but is very inconsistent in difficulty. the attack where it flies into the sky and shoots down upon you feels fundamentally unfair, as not only is it the hardest attack to dodge, it also does not leave the boss vulnerable in any way, leading to it feeling unfair. a small vulnerability either before or after the attack would be great.
4. due to the height and floatyness of the jump, combined with the slow movement speed, the early game feels slow. really, really slow. the speed at which you move is too slow for how high the jump is and the way that the character falls. this also leads to dying being more frustrating than it should be, as dying is a much larger punishment with low speed.
Great game however! i cant really say much about the art (i cant make art either) but this game was really fun!
The art is amazing! but a couple things i noticed, since i also code in Godot.
The character doesn't feel responsive - this is due to several things.
1. the character does not "bump" on a ceiling. to do this, simply check if is_on_ceiling() and set the y velocity as such.
2.the character rockets downwards when stepping off of something due to something similar - their y velocity doesnt stop building up when they're on the ground. add is_on_floor() and set y to zero every frame (its a good bandaid solution, im sure theres a better one)
3. character feels slow. this is due to the jump height being so large. either decrease it, or make it so that several jump height is variable
4. characters or bomb hitbox are wayy to big - decrease the collision2D size considerably.
The art in this game is amazing though! the doors feel responsive, and this is some decent level design!
Fun game! there is just enough here to really sell it - the enemy variety, the way that fireballs recharge, and the slow spell really add just enough gameplay variety to keep it nice and interesting - the concept's a little boring, but you went a long way with it!
also have you had a cookie yet? its been a couple days.
very cool little puzzle game! splitting apart and coming together is a very good concept that alot can be done with. however, i must say, the puzzle designs here a bit too linear for my tastes (felt more like a road than a puzzle for all but the last one) however for how quickly this was made, its great!
Very chill vibe! however, the gameplay is a little shallow, and the image (outside of the TV, atleast,) feels... fuzzy?
although it might just be me or my screen, or even Godot jank, if you didn't turn off the filter it would cause the anti-aliasing that's really bugging me. other than that though, really pretty game!
https://jamersjam.itch.io/innkeptjam
a review would be greatly appreciated! thank you!