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skyloutyr
Creator of
Recent community posts
Thank you for playing the game!
The left mouse button to continue text is not the best, and I do think that your suggestion for it not to be displayed after the first few initial texts would make a lot of sense.
The uneven spacing is a font issue, which I wanted to fix but it is not quite simple with the engine of choice here. In general I do want to redo the font quite a bit after the voting period.
If you notice any types please do report them to the game's github page. English is not my native language and I might miss spelling errors here and there.
I am sorry for your poor experience with the controls. I have never seen a mac keyboard, neither have I seen a keyboard with the [ and ] keys under an alt key. I do think that an option to remap the controls would be good to have.
I completely agree on your zoom to mouse cursor/center point.
The movement of the camera by corner scrolling is somewhat slow, and I do think it could maybe use a speed-up key feature, but it unfortunately just can't be as flexible as a mouse panning system. The edge panning not working when the game is paused is definitely an oversight.
I kinda disagree about the tower placement. In my experience allowing parts to just attach to each other when dropped close by enough would lead to random towers being accidentally created and because they don't create a particle effect when in their tower stage they would easily get lost. Creating a specific place for a tower gives the player a clear spot to click, and is always visible, thus being not all that easy to loose on accident. It was described in the intro, and I do agree that the tutorial is pretty bad and definitely needs a rework.
The RNG is always a tricky thing to balance. As the game is built around the player discovering things I thought that having the game give you guaranteed drops for certain would limit this sense of discovery a bit and thus make the game less exciting in its primary aspect of gameplay.
If the chests are empty you don't loose any gold that was used to generate them, it is stored for the next wave and so on. I have never had the chest drop spawn off the map, but I do see how it could be possible in theory with very bad luck on the random. Others have already suggested repositioning the chest giver, so that is probably what will be done to resolve this issue.
While I do agree that the text positioning is not the best I honestly couldn't find a better spot for it. Maybe a decent solution would be to have a button that would allow the player to hide it?
I am sorry that you have experienced issues with the game freezing. Based on your attached screenshot I can't see what in those arrangement would cause the game to freeze, as all of them had been tested. Unfortunately I can't test it myself as I don't have a mac but you might have experienced an issue with the mono build redistributed with the game, or an opengl/engine issue.
I do agree that it would be nice to have a feature that would let you drag the entire tower, but it would need to be implemented in a way that the players wouldn't accidentally trigger, yet easy enough to do.
The ghosts are not imbalanced, they are just fully immune to physical damage, any other damage can kill them just fine, and the chances of getting a decent drop that deals with them are decent enough by the point they show up in big enough quantities to end the game. At least during the testing of the game they were rarely an issue.
Thank you for your great feedback!
Thank you for playing the game!
I wanted to have some music in the game, but unfortunately it is just not that high of a priority with a limited time, especially considering that for a game like this it would need to not be repetitive.
If you don't mind could you please post an issue to the game's github describing what component exactly caused you to crash?
Thank you for your feedback!
Thank you for playing the game!
Reworking the tutorial was on my todo list, and still is.
I kinda wanted to have no interface at all initially but I came to the conclusion that it just doesn't work for a game where the player is supposed to discover things by their obscure descriptions, and a TD game that doesn't tell the player what the waves will have in them and when they'll come just won't work as a fair game.
Thank you for your feedback!
Thank you for playing the game!
The difficulty is quite tricky to get right if you don't have a QA team available, but I do agree - there is a learning curve that makes the game feel easier once you understand the mechanics that are not obvious/not explained in the entry tutorial section, but as a developer who had made the curve and got used to it this is quite difficult to see.
I was planning on making the tutorial better and more interactive and after the jam is over I do plan to revisit the game to improve some features, fix some bugs and work on the code. Thanks for leaving valuable feedback!
Thank you for playing the game!
A better tutorial was definitely on my todo list, currently it is a very crude bunch of text that is difficult to read through. Once the game jam is over I do plan on revisiting the game, at the very least to fix any/most issues that people find and I will likely work on the tutorial more - make it more dynamic, maybe presented to you as the feature appears, just as you are suggesting. Thank you for leaving constructive feedback!