You did an amazing job with such simple graphics--it felt polished despite the simplicity. I enjoyed the humor a lot. Personally I found it way too difficult, but I'm chronically bad at this kind of game, so take that with a grain of salt. It was still really fun to play--great work!
kelliedlynch
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Such a cool concept! I love the mix of tower defense and action, and the Atari-style graphics and sounds give it a great vibe. It would be nice to be able to rotate tiles while holding them--I kept trying to do that, and getting them pointed the right way was a bit of a challenge. As far as balance goes, I think tiles should be able to take more than one hit. As it is, there's no incentive to build up a big machine, because you'll spend all your time running to replace parts. I pretty quickly settled into dropping a cannon or two right next to the main gear, and focusing my efforts on shooting manually, because trying to build out was too frustrating.
Great job on the boss design--they all felt different, and I loved the third boss picking up my tiles and throwing them at me. It was a lot of fun to play, and I'd love to see where you go with it if you keep developing.
Fantastic visual style! I love the low-res sprites with fluid animation. In terms of gameplay, though, I felt like I was missing something--on every difficulty, all I had to do was stand inside the boss and spam attack to win, and I didn't see any "spin" involved except for the spinning axe. After I read the comments mentioning the room spinning, I slowed down my attacks and finally saw that part of the fight. Very cool idea once I saw it happen! Love the way the scenery changes...but then by the time it happened, it only took a couple more hits to kill the boss, so I didn't really get to experience the changed room.
You've got a great concept here, and you've absolutely nailed it on atmosphere, it just needs some tuning.
Love the mechanic! Combining words into a variety of attacks is such a cool idea. It might be nice if orbs had some small amount of tracking--it got very frustrating to try to hit bosses with them while moving. And once you have a really good weapon built up, there isn't much incentive to do any more typing. If you want to go all-in on the typing mechanic, spamming weapons shouldn't be a viable mechanic...or at least should be limited somehow.
Didn't rate very high on use of theme, but five stars on fun! Great job!
Great entry! The game is very polished, and has a great take on the theme. Love the music and art--you've captured a vibe perfectly, and I love it. I'm not a big fan of action games, but I really enjoyed playing this.
Some quick feedback--movement feels very sluggish, and it doesn't mesh well with the fast-paced music. It wouldn't need a huge change--just a little more speed and responsiveness, and it would feel like a much higher-energy game.
Being able to speed up dialogue would be nice. I ended up skipping the cut scenes because they were taking too long to display, and the unskippable dialogue at the beginning of fights made retrying them a little tedious.
On the second boss, the crosshairs should stop moving once the boss has locked in on its target--it's too hard to tell if you're out of the danger zone.
Overall, though, this is a fantastic game, and all the more impressive for being made in a month. Amazing work!
Really enjoyed the art on this one--that first boss is really disturbing! I like your take on the theme, and the mechanic you used was simple yet compelling. Needs a little work on balance--bosses were really difficult, and I found that defensive skills were mostly useless, just because you're taking so much damage all the time. Every turn not spent damaging the boss reduces your chances of winning. Great work, though! Very fun to play.
What a cool concept! Game could really use a tutorial, and I think being able to change the wheel so much is a balance issue--that is super powerful if you have a specialized deck. But play was pretty intuitive and I love the idea of cards having different abilities depending on the environment. It might be cool if there were ways to spin the wheel randomly. Great job, love the game!
I only tried the Celestial deck, so the things the stand out are Assist and Oblivion. I'm still not clear on what Assist is/does. Is there some base effect, or do you only get the action printed on the assisting card? And there's a card that converts "bonus" attack, and I could never figure out what that meant. Activating the ability never seemed to do anything that I could see. I love the different power in different zones idea, and could see a lot of ways that would influence deck building and play, but that concept didn't become clear for a while. A lot of this could be remedied by a progressive playable tutorial--possibly some of this was explained right at the start, but I didn't retain it because there was so much at once. An interactive tutorial and tooltips would solve most of the problems I had with the game.
Fantastic--this is super polished for something made in a month, and it's a great take on the theme. I would definitely play more of this if you continue to work on it after the jam. Tooltips would be nice, since there are a lot of terms thrown at you right away, and I'm still not sure what some of them mean. Great use of sounds and animation, and just an all-around well-done entry!
Love the concept, and you've really got the JRPG vibe down. It's very punishing for new players, though--I lost my second fight, and then I was stuck with no money and 1hp , so there was no way to win another fight. It could use a way to heal between fights, or an easier difficulty curve. Would love to see this developed further, though--I would play the heck out of it!