I apologize for my error. I thought this was your newest build and you had it sectioned to a "battle only" mode.
remotecat25
Creator of
Recent community posts
Very nice update, I love that you keep improving! Thank you for adding the "debug" toggle, I think it's a great tool for someone who is just playing for fun or wants to learn better.
Bug Report:
When playing a Grass/Fighting vs Grass/Fighting, I got into a situation where my golbat was poisoned and confused by my opponent's koffing. I attempted to retreat (no cost needed), but failed due to the coin flip needed since Golbat was confused. It left me in a state where it showed the "choose a pokemon" state, but no option I clicked on could progress the game.
True, I noticed it and played until I unlocked all 22 characters. I was just suggesting for it to be a little more straight forward to the player, kind of like how some unlockables take center screen for a few moments for the player to be "wowed" on. I don't mean for you to make changes on your small game, I really enjoyed it.
Great job making a complete experience with UI and sound effects. The "forgiving" nature alone makes me want to give it 5 stars as I got all the gifts and was going to the slay; but got trapped by raindeer and had a game over; but was reliefed that I didn't have to get all 20 presents again (so thank you for being kind to the player!)
Neat game! I really like the idea and presentation! Great job on providing it as a WebGL; I hope more people play this!
I think disabling the ability to move the camera with mouse would be better as there seems to be little need. The ability to jump is nice but didn't seem as useful; if you added the ability to double jump while the tiles are falling at a slower pace than that could possibly provide a "cayote jump" effect.
Neat game! I really like the idea and presentation! Great job on providing it as a WebGL; I hope more people play this!
I think disabling the ability to move the camera with mouse would be better as there seems to be little need. The ability to jump is nice but didn't seem as useful; if you added the ability to double jump while the tiles are falling at a slower pace than that could possibly provide a "cayote jump" effect.
I like the tower defense idea for the theme. Good use of art assets and sound.
In terms of gameplay; I think allowing the player to sell defenders at a discount would be a nice addition as when I put two in the row I spent all my currency and my other sides were unprotected while I wasn't able to get more currency through killing enemies.
The "How to Play" button on the UI doesn't seem to work (I'm using Windows). It would also be nice for this to be a WebGL to allow more players to enjoy this game!
I like the gameplay. It's a standing "endless runner". I think with some sound effects for the upcoming projectiles/jumping and some background music; the game would fee more fun. I think also adding the ability to jump while running would be
Kudos to allowing for both keyboard and controller options; I only used the former. For the combos, it would be nice to allow the player to see them when the menu is paused instead at the start of game.
My high score was 50.
I really like the presentation. The interface is straight forward and has a nice opening. Unfortunately after 10 minutes I wasn't able to get past the section that has a ramp like platform after 10+ minutes. I think the controls could be adjusted as there isn't something to show the player the "jump power" along with the angle being too unforgiving since I needed to balance exactly straight up for a mostly good jump.
I did like the ability to bounce somewhat midair as it allowed me to barely survive after missing a platform but not fall to the very bottom.
Very fun retro style game! Great music and game feeling. I made it through the first 10 levels and played the first with the throwing items.
When the player responds sometimes, they appear to hover in the air for a moment before landing on the platform. I noticed the same when the player responded at a checkpoint. Are all of your spawn points with the flag, and the player is "hovering over" a invinsible flag? If so, that's clever on reusing your resources!
I really appreciated the forgiveness you give the player with constant checkpoints. It makes the game fun when retrying difficult portions without having to waste time getting back to the point from the very beginning. My only critique with it though is that I noticed that the checkpoints default to the last touched, so when I accidently jumped off the cliff on top of a older checkpoint, it defaulted to that one to respawn me despite me reaching the further checkpoint. Maybe that was intentional, if so that's totally fine; for me it's a player preference that I would default to the checkpoint closest to the end that the player has reached.
644 points; that was a fun challenge! Thank you for the fun experience! I love the game feeling this have. Simple but elegant design for the motif! And I love how the controls are snappy and the enemy's attacks are fair; with it showing higher difficulty through color!
How did you go about making the enemy attacks. Did you randomize throws, or did you hardcode patterns it goes through based on the difficulty?
Thank you for the compliment. It's a "minimum viable product", but I'm glad I got it into a state that I can call it a "game". Using Unity, it was a pain trying to figure out how to make the drag/drop mechanic work the way I wanted using a on-screen cursor; I did so because I wanted the option to play with either a key board or controller in case I wanted to make this a multiplayer game like the original is. The web version I just hardcoded the controller to use the keyboard option.