I appreciate the video review! I have to agree with you on the art critique. I’d probably get someone to help me out with that aspect for the next Jam.
SaintBowWow
Creator of
Recent community posts
Thanks for the feedback! You can freely move the towers (though this is random too) and the enemies in the first round move slowly enough that you should always be able to get a tower into a good enough position to not lose right off the bat. I absolutely agree that there should be an indication of their path, but that’s something I didn’t end up having time to implement.
Really funny idea. I would love an indication of where my party members are, especially as healer. Maybe clicking on their name can snap the camera to them for a few seconds? An indication of spells would be nice too, or perhaps you could just cut them and have each party member have one general action that you would expect of a character of that class.
I like the presentation but overall I felt that the lack of control of the gun had little downside as it was constantly firing and there was no ammo to worry about. Perhaps add some recoil that the player can attempt to manage when actually attempting to shoot an enemy, or perhaps add things you don't want to shoot so that you have to actually manage the fact that you're constantly spraying bullets.
I agree with this. Also, since the bullets are removed when hitting the player and the enemies seem to spawn at fixed positions behind blocks you can end up in a situation where there are no enemies and therefore no reason to shoot except to keep playing. Even a simple scoring system would go a long way here since shooting without enemies present is a net-negative in the game's current state. Movement feels slick though and I like the concept, you just need to add something to incentivize shooting!