Thanks! I am planning to remaster this game- as well as some of my other game jam submissions- someday, since there's a lot of things I know I could've done better with more time (there's a few bugs I know about that I need to fix, for example)
Lurrae
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Thanks! I already knew about the landing animation being way too slow; it was a lot less noticeable in the Unity editor but for some reason building the game made the animation take longer. I'm planning to remaster the game (as well as some of my other jam projects) eventually, and that'll probably be one of the first things I fix!
I think that would be interesting, though it might also be a little harder to develop levels around something like that, so for something like a game jam I figured it was better to lock the player to specific forms for the duration of the levels. I'll definitely look into a mechanic like that if I remake this game in the future for something that doesn't have a 48-hour limit!
Thanks, I'm glad you enjoyed the game! I had considered having different movement mechanics for each body part, but I was worried that would be too much work for a 48-hour jam and ended up just going with the different jump heights and run speeds that the final result has. If I ever make a non-Game Jam version of this game, I'll definitely look into unique movement mechanics for the body parts!
Oh, thanks for the feedback! This was actually the first game I made, so I knew going into the jam that it wasn't going to end up being very polished. That being said, there is a little bit I'd like to clarify in regards to what you brought up:
1) I didn't have time to fit the story into the main game loop, so I just stuck some text into the end of the tutorial that briefly mentions the story. I definitely would have added some more stuff at the beginning of the actual game if I had the time to do so. As for the attack damage, the bat you start with deals 1 damage by default, and I made the basic enemies have 1 HP (the flying and spiked enemies have more HP and damage than the basic one)
2) I originally had the player need to re-press the jump button after jumping, but because of how I wanted to handle short-hops, it ended up not doing that, and like mentioned earlier with the story, I didn't really have time to fix it (as it is, I barely submitted the game in time)
As for the other stuff, again it just boils down to not having enough time; I would've added more background objects and stuff like that and I probably would've found a different program for making sounds (I used sfxr, which makes more retro-style sounds) and I did notice the glitchy pixels on the slopes, but I wasn't sure how to fix it at the time and didn't want to worry about it too much since I needed to make the full game playable first ^-^;
And I never actually had the game crash while testing it (though to be fair, I didn't test much at the end because I had no time) so I'm not sure what could be causing that. Sorry!
Anyways, thanks for all the feedback! If I ever go back and update this game for something outside of the game jam, I'll definitely fix up the things you mentioned!
This game is definitely my favorite one I've played so far! It's so fun to play, and I really love the idea of mixing an idle game/resource management game with a tower defense game! I think the only problem I have with it is that the cursor doesn't seem to align with the selected items, so it's a little difficult to place the towers accurately. That's a really minor thing, though, and the rest of the game is amazing!