Nice mechanics. I hadn't fully read the description to realize jumping into the abyss at the end was the end so I did that level a few times lol. I liked the character model a lot too.
Shrike Games
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By wave 8 I could stand at my arrow restock area and shoot forever, killing the ants from across the entire screen before they even were visible.
When you buy things from the store you still shoot arrows.
If ants climb a tower and then the tower is destroyed they will fly across the screen in the air and won't be able to hurt you even if they get to the right side. (this was more amusing than anything)
It's a *lot* of clicking, and the waves are very long and slow.
Good idea, but the execution was a little lacking. For some reason I didn't hear any music either.
Bonus points for button remapping, nobody ever does that in game jams.
The unit select was a kind of jank and it could be hard to select just one unit.
A marker on the ground for where you told them to go, or around the object you command them to pick up would've also been useful.
I love these kinds of games. Reminds me of a boardgame "Betrayal at House on the Hill"
The levels were extremely random, and I didn't feel like there was progression between them. If you get two oxygen rooms on the same route, then build alternating so that you run between them you get more cards than can even fit on screen. It was also a little counter-intuitive to want to constantly build away from the goal.
The first level I played I didn't even see the goal location and lost confused, on the 2nd try I saw the goal and understood more.
Great art, and music. Love the concept, would like to see a full game of it.
I love these kinds of games. Reminds me of a boardgame "Betrayal at House on the Hill"
The levels were extremely random, and I didn't feel like there was progression between them. If you get two oxygen rooms on the same route, then build alternating so that you run between them you get more cards than can even fit on screen. It was also a little counter-intuitive to want to constantly build away from the goal.
The first level I played I didn't even see the goal location and lost confused, on the 2nd try I saw the goal and understood more.
Great art, and music. Love the concept, would like to see a full game of it.
I love the art style and animation, great job on that.
Enemies need some more hit feedback, impact, flashing, or some kind of reaction.
SFX on the hits also would have been nice.
I died at level 43 or something like that, and levelling had really slowed down significantly. I didn't get the sense of scaling either by that point. And the boss didn't have an HP bar to know at what point I should try to go back in and fight him again, or if I really did have to grind out to level 100.
I think only the arrows actually hurt me in general, since the others were well telegraphed and slow but arrows would randomly surprise me.
It was fun but too long, and I wish I could've fought the boss for real.
Thanks for trying the game and the feedback, glad you had fun. Believe it or not the physics used to explode and be far more unforgiving. That is the danger of making a game with a heavy reliance on it, hard to get it perfect all the time.
Voting is now open, so if you could leave your feedback there that'd be a huge help!
Knocking over the tree is one of (several) ways I came up with to get past that area.
If you need some tips
- You have a lot of bricks at your disposal at that point, and can build wherever the tree is not, or on top of it
- If bricks are connected together enough they actually freeze in place, so you can make anchors.
- When you pick up a brick there is a little version of it above your head. It still has collision. Although it's a mostly cut mechanic (and not required) you can still use that tiny brick with your jumping power to really push physics objects.
I've seen basically identical procedural animation in a video by argonaut on youtube. It's really cool, I've even messed with it myself (on github). I liked the narration, it was very atonburg-like. There were a few stages in the middle where there was no narrator though, which made them feel kind of empty.
I also would've liked mouse controls, I don't see any real reason to need to use the keyboard for such simple controls.
Really cool game, I wanted to keep playing. It felt very easy and almost just like there was only the tutorial before it ended. Tool tips were a great feature. I got a good feel for what could go where quite quickly and didn't have to refer to the restrictions as much as I thought I could. It really helped that it gave feedback immediately if you tried to put something somewhere illegal.