Phanty
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A member registered Sep 06, 2020 · View creator page →
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Test your coding skills against a live opponent in this 1v1 coding strategy game.
Puzzle
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the power of many - small demo :) jam comments · Posted in the power of many - small demo :) jam comments
A neat game, but gets a tad boring real quick. Once you get like two or three flowers down it is practically impossible to lose because you can just keep planting. It was also kind of hard to know where you are able to plant or which plant you have selected (Or maybe I just missed something obvious?). In conclusion, pretty neat, but I think it could use some balancing and visual feedback.
Quite a cool puzzle game with mechanics I haven't seen before. Very dope. The simple and distinct design was very intuitive and made solving the puzzles a joy. The controls perhaps could've been more intuitive? Although I haven't the slightest clue on how they could be improved.
Overall, pretty cool.
Pretty dank that you made it with something as low-level as SDL2. A pretty cool idea, while nothing revolutionary, was quite fun to play.
I feel like the balance could perhaps do some work (understandable since, speaking from experience, balancing TD games is annoying AF especially when you only have a week for the full game) because initially enemies got absolutely decimated, while at about wave 50ish the enemies became T-34's and started going full Soviet assault on you, but perhaps that was just me sucking at games ¯\_(ツ)_/¯. I also encountered some annoying bugs like if you selected an item while already holding one, the already held item would just get sent to the abyss and be gone forever.
In conclusion, pretty cool and fun, but not without its problems. Overall, great job. (While you're at it, why don't ya check out our TD game :P)
We're glad you liked it! We originally had a different setting for the game in mind - a sci-fi-80s mix, but we ended up completely changing direction on the second day to the current poker theme due to not having a clue on how to properly execute the original theme, and we're happy we changed it seeing as it made the game unique.
I agree that the balancing would need some more work, but we were low on time, and I wrote the waves at 5AM on the 6th day. The game overall only had around two hours of proper playtesting. The last 10 waves were never played before submitting the game. As it stands now, the late tens and twenties plateau in difficulty, but afterwards it does start somewhat increasing difficulty. The fact I find most amusing is that you were 2 waves away from a new enemy :). New enemies are introduced every 4 - 8 waves or so. In total there are 50 waves with around half the enemies being introduced around the 23rd.
When you get the time, perhaps try finishing all 50 waves :).
It is cool that we both have TD games, but it is uncanny that we have such similar base game ideas. Although I do have some issues with the game. While the sprites, animations and actually properly working sound was nice, I felt like the game could do with some balancing because, as far as I know, it is impossible not to leak the first wave. I also have some gripes with the earth and fire types being quite visually similar e.g. the enemies in the first 2 waves looked like brownies, but one was overcooked. Overall, quite nice, but could use some polishing and balancing.
Quite a cool little RTS game :D. Massive kudos for making it in your own game engine. I've never had the time nor the patience to make myself go through that process. It's criminal that this entry doesn't have more ratings. Apart from a lack of content, one thing I'd improve on would be the camera controls because they felt quite clunky and seemed to be FPS-bound?