I'm actually so dumb, just realised who this is. You even managed to sneak in a toast reference ffs. I stand by my comment tho xd
Pogosaur
Creator of
Recent community posts
Wow, just wow. Really well polished and the idea is expertly executed in my opinion. The rules all make sense and nothing feels arbitrary. The last two sections of level 5 were a real brain buster but genuinely a joy to solve. I'm really amazed at how much you've squeezed out of this and to think we both had the same timeframe to make a game. The idea is properly fleshed out and new mechanics are slowly introduced to spice things up. I could see this being a commercial release with only a few minor touch ups.
Thanks for playing! Yes, the deck being limited is completely intentional but I definitely could've communicated that better. I intended to put in something visual to indicate to the player that more cards could be drawn but ran out of time unfortunately. That second level really seems to be a doozy for everyone so I've a lot to learn when it comes to balancing. I hope you'll give it another shot and try to beat it!
Hiya, thank you very much for playing our game and commenting! Yes, I'm afraid we have fallen for the classic first jam blunder and made the game a tad challenging. As for your points:
The design was intended to encourage you to stay in your area but use the close range attacks when enemies come to you or then build up a boost and risk the small damage to hit them in their area (you can also block 1 tick with your shield).
Very late playtesting showed the Gator enemy to be quite challenging (it's actually been nerfed already), I'm sorry! But it's quite predictable and will always teleport to you at fixed intervals which allows you to counter attack with your close ranged attacks.
If you haven't had a look at the tutorial (you can change pages by pressing L/R or Left/Right, you'll see you have an ability that is long range and is infinite - but it has a cooldown.
Thanks again for playing, I hope you give it another shot!