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MitchMelloW

6
Posts
A member registered Jan 29, 2023

Recent community posts

1.Did you enjoy playing the game? Why or why not.

The game was a little on the slower side. I am empathetic to the fact that setting up AI and enemy's can be difficult in a large world. I was hoping for a little more action because the graphic's were cool. Hopefully some interaction with enemies comes in the future.

2.Did you find any parts of the game confusing or unclear?

For me, everything was unclear. Didnt quite know which way to start first or what I was for the most part looking for.

3.Were you able to find the two fragments? Was it hard or easy?

I could not find them. I walked around the broken building area for quite some time. Came across a mechanic shop but did not find a fragment there. Maybe a mini map to help the player locate something if it is close in proximity.

4.How long did it take you to complete the game? (How long did it take you to get the two fragments possible?)

I played for about 25 - 30 mins couldn't find the fragments.

5.Did you interact with the baby multiple times? How did that go?

The only interaction I had was with the statue dude.

6.Did you explore the hub? Was it interesting to do so?

I am not sure if I was able to get there.

1)Does the hectic aspect seem more balanced than before? And if not, what aspects aren't?

Yes, I believe that they seemed more balanced. It was still hectic, but in a good way.

2)Are towers (now with variety) more balanced together, or are certain towers over/underpowered?

Great variety of towers, thought that was very fun to find out power each had. When they did seemed to be overpowered a HUGE set of enemies came and seemed to even things out.

3)Does the elemental aspect of towers to enemies feel smooth/intuitive to understand?

After several rounds of getting used to (as it should), it was great and I understood what needed to be built, it was smooth.

4)Does the flow of the game feel moderately smooth(er), and in what ways if not?

Felt very smooth to me. 

5)Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

UI I thought was very intuitive and understandable.

 6)Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize

I thought one good strategy was to make sure you put you towers next to your chest. This way you can put the jem's inside right away.

7) What do you think about the multi-tiered currency? Does a currency dedicated to the blackhole give more incentive to complete it than before?

I thought the multi tier was great, made you grab certain ones with purpose not just the closest one every time. Blackhole was great, often found my self trying to upgrade quite often. But It often snapped me back to finishing the level

1) Puzzle was great in the fact that it was hard at first.

2) I dont even know to many puzzles but I love the thought process to create the game.

3) I thought the H20 meter could be longer based on the fact that I am an idiot.

4) extinguisher was great, I thought it was not overpowered.

5) what I liked was the pace of the game was determined by if you could solve a equations which made it more difficult to complete!

6) This game was a hard but was fun and discover more!

1) Great game of excitement, fun and defiantly not boring!

2) Size of Map: The map felt appropriate for the game

3) Visibility : less visibility makes the player question decision.

4) Favorite part of the game: when the monster caught me off guard it 

was surprising!

5) Took a few play through to understand but was not bad.

6) Mechanics seem fine

Q1) I thought that the boat speed was good, but getting caught by the screen behind me was kind of a bummer for first learning.

Q3) The scoring system was even, maybe make the cannon ammo less acquirable in order to make the player shoot with more purpose.

Q1) The level size was great. But during gameplay we were not able to detect walls/objects on the level. More defined objects would help the overall gameplay.

Q2) The blood bar was great in the fact of changing into a bat to get out of a tight situations.

Q3) The horde would be more exciting if they were able to move more fluid in the since of getting held back by objects or walls. Give the player some more time to recover.

Q4)  A counter or time for being a bat would be a good addition. If a player had the least amount of time being a bat would tell everyone that they made it through difficult times without flying.