Dang, we somehow missed the notification of your comment; thank you for your kind words, we're very glad you liked it!
Lasermagnet Games
Creator of
Recent community posts
Now that was trippy! Very nice shaders and particle effects, I especially loved the slowdown when you pick up a crystal.
The gameplay is a bit too simple, but maybe adding some narrative or a story would spice it up (eg. like in Dear Esther, which is basically just about exploring a very nice looking environment and listening to a story in parts).
Chaotic, but very fun! In the beginning I've tried to delay building turrets as much as possible, but placing four basic ones at each corner was a better strategy, since I've found that enemies are not necessarily spawning at the edge (no pun intended) of the level, sometimes they appear quite close to the "base". I've had loads of fun, even though one time I've selected a machine gun turret (cost: 120 time resources) by mistake and commenced placing it even though I haven't had enough dough to afford it and.. yep, that killed me instantly :) maybe you could add a basic test for the current time resources so it's not possible for the player to screw themselves that easily :D
Anyway, I love the graphics and the audio is quite interesting as well! A bit chaotic maybe, sometimes it feels a bit async (or maybe it's just polyrhythmic? I've flunked out of music school :). The atmosphere is great, it felt a bit like playing Darwinia (which I loved). Really nice job overall!
Thanks for playing! :)
Essentially you get XP when you kill an enemy; around wave 6-7 your character should probably be about level 6-7 (although the number of enemies spawned during a batch of a wave and the XP reward for a killing an enemy are both randomized slightly). You get one upgrade point when leveling up. The "Upgrades" button only shows up at the end of a wave if you have upgrade points to spend.
Thanks for taking the time, Edwin! You are right about the not-so-responsive rage system (it indeed waits for the end of the current loop intentionally), we originally wanted to start a drum fill when a player activates rage (a different one depending on how many bars are remaining until the end of the current "normal music" loop) and enable rage during the fill as well, but we didn't have time to implement it. We'll probably do an update though. We kinda lost track of time implementing the skill system so indeed the track switching between normal/rage is the only adaptive music mechanic in the game. Anyway, we've learnt a lot and will definitely update the game after the jam as well :)