Got it, thanks for elaborating.
Antti Koponen
Creator of
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LaggyFox shared good insights.
What comes to code. I always try to write code to be super modular. For example I always use the same Audio and Animation manager in my projects as they just fit to any project. Also the data structure in the projects tend to be always the same, so I don't have to design it from a scratch.
For art, in lot of cases I use ready made color palette from https://lospec.com/palette-list
Well polished game provoking thoughts about modern-day problems of dopamine driven lives and the destruction of the environment. I like the design and the synergies between the Assets. One thing I would have liked is to see the range of the Asset before I select it or a way to revert the selection, as I often found that I picked asset which range wasn't working for me. Also RnG wasn't kind in most cases and I felt humans weren't popping up enough as a selection. maybe the humans could grow on their own around the map or from humans already present in the level to guarantee having humans around?
Other than that a great game! really enjoyed abusing Fight Clubs with reactivation. :D
Great take on the limitations! I completed Paper's Please years ago and enjoy the mechanics. I appreciate this game moves the mood into more lighthearted direction and not being all that serious. Fits better with the casual mechanics IMO.
Humor is nice and the green alien trying to sneak in made me laugh. Definitely one of the top games of this jam. Well done!
Really cool take on tower defense and creative use of the theme as well. The gameplay was easy to pick on and kept me engaged by flipping between clicker elements and turret placement. There was some interesting choices to be made too. At first I was placing my turrets close to Earth, but their aim kept lacking behind the fast aliens. I soon figured that it was better to setup crossfire with placing some of the turrets far away from Earth. felt pretty good about that.
I found the experience of this game to be consistent and relaxing.
Menu and UI art was nice. Art for the Unknown Girl was pretty kick-ass also. Main character looked little clumsy. Maybe it's something to do with the animation. Environment art was somewhat bland. It could use more variety in values.
The dog felt too tame to be an enemy. Wolf or so equally terrifying looking creature could do better as an enemy. White as a color is usually associated with purity, so use of it as an enemy color should be restricted to thematically fitting environments like snowy areas. Dog also didn't sound angry or aggressive so there was dissonance on how it looked and sounded against how it behaved. As an opponent they didn't really pose a threat.
SFX were overall juicy, but they could use more consistency with the quality. Relaxing music was fitting for a puzzle game, but was kinda off for combat phases. This leads to identifying the core of the game. The game seems to have equal amount of puzzling and combat, so it's missing a clear focus. Either combat or puzzling should be chosen as a core and other elements should be designed to support that core.
Underlying story got me interested and writing was enjoyable. I wish there were more characters to interact with.
I solved one puzzle on lower level, but got stuck on the rest. Play time was around 30 minutes.
Hope you find this review helpful.