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Michael Darling

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A member registered Nov 18, 2016 · View creator page →

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Nice job on this!

Really liking the aesthetic you've got going.

I too struggled with picking things up, particularly with other objects in my ball getting in the way and making me bounce over things.

I also didn't feel the tension of the time limit until the game was close to over. Have you considered starting with a lower time limit, but adding special objects that the player can absorb to extend the time limit once they're big enough?

I really enjoyed this! The core mechanic was easy to pick up, but leaves a lot of room for expansion.

The difficulty curve seemed pretty wonky to me. Figuring out how to get past the early game was a big challenge, erring on the side of too difficult out of the gate in my opinion. But once I got to a certain point, I could survive seemingly indefinitely by moving in a circle and spamming cheap turrets constantly. It seems like I could place as many defenses I wanted on a given point; perhaps limiting the building space on the planet itself would force more strategy?

That said, spamming turrets everywhere looked very pretty with all the bullets and explosions, and I was impressed by how well the game performed with hundreds of them on screen!

Overall I had a great time playing this, and I'd be excited to play a more fleshed out version. Good job!

I like the idea, but as others have said it's tough to enjoy it with the framerate issues plaguing it.

You've gotten some good suggestions on it already, but another thing you could try is having separate levels with increasingly large buildings to avoid having to simulate everything at once.

Ooh, very well done on this! Taking on 3D is always ambitious for a game jam, and I feel like you guys put together something that really feels like a complete experience.

Mechanically I thought it was pretty sound. I'm always a fan of tower defense, and this definitely scratched that itch. I wish I could've removed a couple towers, not even for resources but just to redo parts of my setup. I felt like the difficulty could've picked up a bit faster, but I only made it to wave 6 and the enemies seemed to stop spawning altogether, so I may have just not made it far enough.

Really enjoyed the music; that was super well done!

The UI/UX was all pretty clear. However, I'm stuck on a Mac trackpad, so scrolling to select towers was pretty painful. I would've loved to be able to select towers via number keys or clicking, but totally understand how alternate control schemes wouldn't be a priority in a jam setting.

Overall awesome job on this one!

Nice work on this! I really liked the intro UI, loading sequence, and everything—all felt very polished. The dynamic camera felt really good for the first part of the game, but unfortunately led to a lot of difficulty with the controls when I got to the grappling section. I almost wonder if locking the camera to a sort of 2.5D perspective would help during those parts, as I found it really hard to intuit which direction I needed to hold to swing in the direction I wanted. For the parts of the grappling sequence that I could do, though, I really enjoyed the swinging mechanic!

I was also unable to tell exactly where the water level was at any given moment, which caused some frustration when dying to the time limit. Part of me feels like I would've enjoyed the game more without the rising water altogether, though I understand that was necessary for the limitation.

The music was a lot of fun!

Great job overall, I think with some work on the camera and controls this has a lot of potential!

Really enjoyed this! It took me a couple tries to understand how all the structures fit together, but having a bit of infrastructure at the start helped a lot. Really nice graphics as well. The difficulty curve felt like it had a pretty big spike, and I found myself a bit frustrated and wanting just slightly more time between waves to experiment with my setup, but I can also understand how that would make things too easy/boring for experienced players. Overall, really nice work!

https://michael-darling.itch.io/touch-red-not-blu

Oh! If that's the issue you're having, you can actually reset your discard pile for 100 Energy by hitting 'Q'... I think there's a tooltip that shows up regarding that, but it very well might be bugged in some cases. Sorry about that! Hopefully knowing that makes it more fun :)

Hey, thanks for the feedback! I think that's a pretty solid idea. It'd definitely encourage players to use cards on bosses more often, which is a plus. I'll look at getting that into the next version.

Howdy! After a couple months of hiatus, I'm back to the game dev grind. V0.4 has some pretty cool stuff...

V0.4 | 4/14/2017 | Patchnotes

  • New enemy spawning algorithm
  • Health pickups can now spawn from completing rooms
  • New card: Quick Freeze - Freeze nearby enemies for a short duration!
  • New card: Lifesteal - Temporarily gain health by killing enemies!
  • Player now starts with 50 energy
  • Lots of new sound effects
  • Weapon inventory system removed
  • New weapon buffing system
  • Removed card "Regenerate"
  • Heal is now more powerful, but cannot be included in starting decks
Feel free to post your thoughts on these changes, or on the state of the game in general!

Thanks for checking it out! :)

Thanks a lot! And thanks for playing :)