Thank you very much! 😄
PolsGames
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Wonderful job on this game, I had a lovely time playing it!
Took a second to graps the exact details of movement, but I got the hang of it, and it was a (fun!) bit of a challenge getting to the 4th level of bullet scale.
Visually, the game looks good, the style is consistent and all elements are easy to read - so good work!
Overall, a great experience!
Wonderful game, I really enjoyed playing through the levels - definitely felt like the 2nd to last level saw the highest spike in difficulty, but it was really enjoyable!
The controls were simple & clear, and the whole game felt very responsive - great job on all the little details, like the scaling animations!
And it's always nice to see a fellow voxelised game, beautiful aesthetic - both in visuals and music!
Fantastic work, quite challenging and very fun! Managed to stay alive for quite a while, and it was fun experimenting with building the ship!
I did find that removing tiles had unintended consequences, such as removing several connected pieces, and the zoom seemed a bit restrictive at times, but on the whole it was really enjoyable!
Not to mention, the music really fit the feel of the game!
A gorgeous, fun to play game - really well done! The music is upbeat, without being too distracting when building the 'hive-rise', it was really enjoyable!
The art itself is very gorgeous, and props for using both colour-coding and symbols to differentiate the different comb types, a nice accessibility bonus!
Had a blast playing the game! The artstyle, music & fast pace all blended together wonderfully!
Apart from the dragging of towers being a little tricky, it was a lovely experience - though I did also notice that towers that are lost because they are too near the 'base' when you upgrade it will not have their cost refunded. That said, it did add to the challenge! 😄
Fantastic work!
Fantastic game, really fun playing around with the hammer! Not losing momentum when respawning also kept the pace fast, though it did end up with some funny situations where you could strafe directly from a respawn pool into a blue pool.
Nevertheless, impressive work! And with a leaderboard, to boot!
Thank you for the comment! We did have some issues setting up the level blueprints, but for the rest of the game we opted for a mixed blueprint & c++ approach. While it did help keep our blueprints tidy & avoid some data conflicts, it also slowed down iteration speed.
Nonetheless, we're glad you enjoyed the look of this project!
Thanks for playing our game! As is often the case during game jams, getting the game out had to take priority. However, readability and refining mechanics is something we've had a look at improving and will release an improved version after the jam ends - thank you for your feedback, it was very useful!
A very nice take on the theme overall, with a very pleasant artstyle to match! I will say, however, that I don't know how I feel about the game being so open ended. Finally, I personally found that being able to destroy enemies by just hitting them with the blunt side of the sword was a bit counter intuitive, but this may just boil down to personal taste.