This is a super cool concept, and the levels had a really good level of balance to them. I think the art style also works really well with this, it kinda reminds me of the game Slay.
Liam Crowley
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The art style is really cool. It's a little weird to alternate between two conflicting tasks, and I ended up planting some potatoes each night at the bottom to sabotage for the points and just writing it off as being some tiles missing, but it's a neat concept. Would be interested to have a system to maybe obfuscate the sabotaging so it's a little more risky but overall a cool game!
We actually want to add systems to make the dice spawn stuff like terrain modifiers, adding more buffs and enemies, seperating the dice for each type of effect and having them drop more consistently rather than all one big batch. But that's way beyond the scope of a jam. But Brenden and I both intend on updating this so those are in the works!
Interesting starting place, I think the first priority would make the field of view a lot wider. And an audio queue to help you know when the bird is coming would be good too. What if you changed the bird to something scarier, or the player to something sillier. Like make the bird an ostrich and keep the man. Or make the people instead french fries since Pidgeons steal those all the time. (Looking at the screen shot it doesn't look like a Pidgeon but in-game that's what I thought it was so maybe lean into it?)
I really like the idea. Beams for a tower defense is super cool and then combining them was also great. However, the icons and UI really don't communicate much to the player. The play button and the buy button should be on opposite corners since you have one corner free. And the buy button looks like a play button. While the elemental beams are cool, because the enemies are generally abstract, the player has no way to use that information effectively. With some more work, I think this could be INCREDIBLE but as it is, it needs on helping the player understand what is going on. It's like if Spellbreak was a tower defense.
I liked the dog in the corner. I had a minor issue where my character was drifting left without input for some parts but other wise its a fun game. The physics of it makes it pretty cool. I would make it so you click rather than hold to make it more responsive, although the delay does make some interesting problem solving.