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LeekJam

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A member registered Sep 04, 2022 · View creator page →

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Beautiful art, you really got into details here, that's impressive. My only point of improvement is for the pizza making, I needed a lot of time to understand where to find each ingredient, and sometimes the pickup/drop option felt a bit clunky. Overall it's an impressive submission for the jam

One of my favorites games so far in the jam, very original and fun to play.

I think I encountered a few bugs, the cars were sometimes not moving while authorized to turn every route, I don't know if I made a mistake but it happened a few times.  As others have said, the controls a quite clunky and that's the main reason of difficulty for me.

I hope you can work on this after the jam, i really liked the concept and would love to see it polished !

Very similar to Vampire Survivors but I think it's well executed consireding the time constraint. The auto-aim could be improved because the hitboxes were not very clear sometimes, but overall that was a fun experience, and you managed to implement several kind of weapons, good job!

Interesting with the various personnalities to investigate and match with the advertising in the end, it can really be expanded with more content if you have some time, that would be nice.

Good idea for the theme. Controls were a bit clunky, it was not easy to pick up items.

Nice pixel graphics, it's cheerful. The combat system would probably benefit some augmented range for the sword, I had the impression that I was almost always hit when trying to deal damages, but maybe I'm just not that good ! I didn't find any potion for healing, maybe that could also be a nice addition considering the difficulty.

Great art especially on the appartment, and the relaxing music was on point.

I wish there was more to the story ! Who am I, what is my story, my feelings, etc. I hope you can enrich that afterwards!

The base idea is simple but interesting, however I think it needs some balancing, because at some time I was almost not losing health even though I stayed static for some time. I think the healing orb dropped by enemies were kind of autohealing me as they were dying by just shooting themselves. I liked the abstract 3D design, good take as the time constraint puts some limits to what is achievable!

Great job on the hand drawn graphics. Simple but well made and powerful. Even though the gameplay is very simple here for the game jam, i think there is potential for some nice additions in the chasing, I hope you will enrich this after the jam !

That's an iInteresting game mechanic with the wrenches having multiple uses, forces the player to carrefully choose the action to survive the longest.

Thumbs up for putting a detailled tutorial, that really helps grasp the gameplay! The game is simple yet challenging, the management of resources is very unforgiving (which may be good or not depending on the player :D ). I could not win after a few tries but I'll try again probably. Good job!

Nice one ! Graphics are pleasing and the house design is good. The colliders for dropping the items in the trash are a bit clunky, I ended up dropping them on the floor or on walls some times. Also, you may want to update your itch page settings to enlarge the web player size, the default is very small. The windows exe was not working for me, but I guess this is now locked during the rating phase.

Congrats on the release anyway!

Thanks and very happy you liked it!

I must say your suggestion were on the todo list (health bar and tooltip) but we were too short on the timeframe... That will probably be a final patch after the gamejam ratings!

I really liked the graphics style, it's very well executed with appealing colors, great coffe shop vibe! Game loop is fun, I think it could be improved with orders stacking up, and/or the ability to prepare several ingredients at the same time (like milk is steaming while you can drop caramel for instance). That would add a bit of challenge after the base gameplay is mastered. 

Great job considering the timeline though, cheers.

Idea is nice but I think you miss a tutorial or some explanation of how each item can transform a resource. As there is no option to restart, it's really a lot of retry to find how we are supposed to make it work.

Yes your submission is validated, you can see that on the top right corner of your game's page. And the little "submitted" next to your name on your first message here. But I agree the submission page is confusing!

(1 edit)

So I tested the game on the WebGL version.

Overall, I liked the environment graphics and they feel ok at this stage. The car models however are too simple, especially given the fact that the player's car is by definition the biggest thing we can see.


I see a lot of room for improvement gameplay-wise :

The biggest issue IMO is the car's behavior. It really doesn't feel like we are driving a car, it looks like you applied a (strong) rotation around Y axis every time the player tries to turn, and it bounces back when the key is released. Car physics are very tricky to get right and I don't think you need realistic physics, but this is way too far from a driving simulation.

For the speed feeling, it would probably beneficial to play with the camera's FOV depending on the speed. Also, when turning the camera should lag a bit compared to the car rotation (if the cars turns left, then the camera sees a bit of the left side of the car), right now it's just at a fixed position. A speedometer would be nice too.

Also, I tried the "combat" mode but did not understand at all what was to be done, clicking on the mouse seems to do nothing.

I think you have a lots of runtime errors, my browser's console was spitting many errors, you probably need to check thoose.

Good luck!

Hello,

So I have played your game for about 15min and my main feedback is about game speed. I think it feels very slow once the player has understood what they have to do. When the bunnies are at work and the job queue is stable, there is not much to do while waiting for the ressources to stack and be able to build the rocket. Same during the first night, after the rat is defeated you have to wait 5 seconds for the night to finish, but nothing happen, so this is a bit frustrating.
Maybe a "increase time speed" button could help with this, or some additionnal actions to do during the day (maybe that's already on your todo list).

Regarding the story, it's not really detailled in game, I had to scroll down on your page to get the full context, you should push it a bit more in-game since you have worked quite a bit on it.

For the gameplay :

  • A tutorial with a set of actions to do could help set the village up. It took me a few minutes to figure out that you have to fill a global job queue, but I was trying to individually click on the bunnies to assign them to actions, which is not possible. This workflow should be made clearer when starting the game.
  • I think we have 3 bunnies when starting, but they are not visible in the scene, I saw only 1 (didn't see the counter at the top of the UI), so I crafted 2 at first, ending with way more bunnies than needed and 4 died at first night :D That goes with my previous point, understanding what to do at the beginning should be made clearer.
  • I am not sure which way you are going for the genre, but I think it would be nice to have some additionnal buildings, or research process, in the process to build the rocket. Right now it feels a bit too "easy" to build the rocket by only gathering wook, stones and carrots.

I liked most of the visuals and the UI, only the ground feels a bit flat to me.

Keep going!

Thank you very much for the feedback and suggestions.

The pathfinding is one of my main challenges and I definitely need to work on that, that's right. Same for the UI, still I appreciate that the tutorial system has helped you.
I have fixed the bug you encountered on the start of level 2, good catch! It seems to have been a specific WebGL issue but it made me rework a bit scene loading to make it cleaner.

I will definitely take a look at your game and try to help you back.

First of all, thank you for this very thorough analysis, that means a lot.

Double-clicking on unit for selecting all of them is actually already implemented, but not told through the tutorial and the click check is a bit too picky, I need to refine it. Also, you can manage the sound options through the pause menu (Echap > Options > Sound).

The option to switch between auto attacking towers VS going straight to goal is actually on my "ideas" list, I am glad to see you thought about it too, I will prioritize this. I also like your idea of counterplay in unit/tower behavior. I had some vague idea that I needed to do some kind of synergies but I couldn't figure it out, you brought in fresh ideas I need to consider.

Regarding upgrades, after the 4 unit unlocks there are also some meta upgrades for the units and gameplay. I indeed need a few more upgrades and balancing between their cost and the earning rate to avoid the situation you had. On the "in-game" upgrade points, that is a wording and tutorial issue. You actually gather "experience" during a level by destroying towers, and this allows to get some unit improvements between wave (using the "up" button on the right of the interwave screen). I will work on the UX and tutorial for this so it's more readable.

I will also add the QoL suggestions to my todo list (hotkeys, icons, performance, visual distinction of out of reach towers...), they are very valid points.

Thanks again for playing and for your advices!

Hello everyone,

Heroic Assault is a 3D reverse tower defense game in a medieval scenery, where you get to send the wave of warrior attackers into levels filled with defending towers.
I've been working on it since a few weeks now and I'd like to get some feedback with a playtest so I know if I am going into the right direction or if I should review my concept.

I am mostly looking for feedback about the game loop, and visual aspect (colors are probably to rework, I am not much of an artist...). The UI is very rough so... don't focus too much on it please :)

https://leekjam.itch.io/heroic-assault - Password : playtest

I have set up a 2 min rating google form to gather some feedback, if you could juste take the time to check it after your play, that would be lovely => https://forms.gle/CPGRK5Q1nVNf9Z6cA

I am also obviously very eager of various suggestions here.

Cheers,