Thanks for playing :D. Yeah I agree we could have had more player feedback for sure, thanks for the suggestions. Even though there were I-Frames they arent visible to the player and didn't last very long so they only really prevented attacks from multiple enemies at once..
Steven
Creator of
Recent community posts
Thanks for playing the game :D
I think in general the game lacks a decent tutorial for how things work haha. I am going to update the page today, yesterday I was still very busy squashing bugs and finishing up the game loop.
Also the seeds are supposed to appear slower the more crops you have on the farm, that should in theory warrant you to spend the crops on the soldiers and it extends the gameplay a bit, even if artificial.
Thanks for playing and for the critique! I agree with you, the player thing is kind of a bug I didn't get to patch fully. This happens in general when you let something create itself, it goes wild, but in the case of the player it might lead to unwanted situations because I was not able to test it all the way. I am considering fixing the bugs and adding more levels if time allows
Thanks for playing :D I tried to make it work how you would expect it but there are things I have missed, when the player dies they cannot win anymore, I messed around with what actions I wanted to create to make sure to not create weird stuff, the wall one should have worked so that's probably an oversight on my part, (probably the created objects don't get the full rule functionality or smth)
Hmm, I can see a very good game just lurking in the shadows, though I have to agree with the others, I think you could have improved the controls for the tank barrel, I think rotating clockwise with A, and counter clockwise with D would have solved a lot of the problems people were having (atleast thats what I think). Oh and probably switch around space and shift or use E for interactions which is quite common, but these things are mostly nitpicks because everyone should turn off sticky keys ;) anyways.
I am a great fan of the art style, it fits really well and the HUDs having bright contrasting colors makes them stand out which is great.
This game looks very good and it plays very good, apart from the controls at first. Its pretty hard to get into especially with the number keys, as I feel they were backwards) but after playing a bit you can get used to them. It it pretty impressive you managed to jam so many items in the game given the short development time.
Very cool idea. I really like the art and the menu music is nice. I would have put that in the actual game as well but the ambience is not totally quiet so its not that big of an issue.
I think the preview tiles could have been done differently, namely snapping them onto the train grid instead of having them float with the character, I think that might have been more intuitive (atleast for me lol).
Great job!
Hmm, I think you must have gotten some inspiration from ghost trick. If you haven't played it, you should, its pretty good. Anyways, I really liked the puzzle and the bottle was a nice reset button which i'm sure was the intention. My only gripe is that I would have loved to see someone die at the start so I knew what I was preventing, right now I won but I didn't know what would've happened if I did not.
If you had time another thing I would have added was find a way to highlight whatever you are going to interact with so its clear to the player what they even can do.
Nice little game! I like the simple art of the wagons since its moving so fast and they are colored pretty bright so its easy to see them sadly I had the train all the way on the left side of the screen because of the speed so I couldn't see what hype train I had built. Maybe something fun would have been like a mini train in the top of the screen so you can see it growing bigger bit by bit
Very interesting take on Tetris I suppose, nice graphics, though somewhat hard to see some of the track pieces, I would have probably made the rails darker or the background brighter. I like the fact that you have multiple starting stations and also that you thought about what would happen if players sent the train back up.
This game looks really polished, well done. I like the art style and music. The bombs were so effective however that it crashed the game multiple tries so I had to give up unfortunately, but I think you executed your idea pretty well. I know this must've taken a good few hours to make but if you had more time I would have invested that into a level select on the pause menu, because right now it takes quite a while to get back to where you were especially after a crash :P
Oh btw I really liked the fact that the train sped up if the track was completed. A welcome surprise.
pretty fun, the physics really add to the gameplay because you have to estimate where the crates will go and the discard feature kinda adds a resource management component to it, as others have pointed out I could not access past level 2 but from what I did get to play I think it was a decent game, and it felt pretty polished, good job :D
The art looks great, the gameplay leaves something to be desired, I did not know that I had to start by clicking on a cup, even though that maybe also be my fault for being blind.
Besides that its a classic delivery game with cute art, so nicely done. Maybe another thing is if when you click on a customer their order would jump to the front so its more readable
This is the start of a really fun puzzle game I feel like. The track placing system works great and I like the dialog. My main issue is that the train moves slow and the axe chops slow, so most of the time I am just waiting for the game to catch up. I think if you were to speed things up then it would be a great game