Fun to play despite the simple concept. When pressing the keys too quickly in succession, it wouldn't register, and sometimes the keys were in place there would be some delay before the letters appear. Not sure if this is intentional, but I feel it disrupts the flow of typing/prevents typing the keys quickly. Also the letters moved across the screen a bit too slowly.
stressedsquashes
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Everything feels super polished from the art, sound, animation... Some nitpicks would be that resetting after each game over takes too long, from waiting for the timer zoom in, buildings to collapse, clouds to fade out, then to run past the tutorial again, also the space between chainsaws is too unforgiving, but maybe that is just me.
I couldn't reliably get the match 4 shown on the top right, I am assuming it will end the storm? Also swipe controls just feels more natural for a match 3 game. I thought the game would end when the bar fills up, but nothing happened, I just found it harder and harder to find matches. I guess that is the whole point, but some hard limit would make it clearer.
Was able to play on web fine. Throwing felt really powerful and satisfying, kiting the zombies was the most effective although not completely overpowered. Appreciated the small variances between weapons, I think frying pan was the best one. Though I think the weapons should have larger variances to feel more distinct. Changes to swing rate, damage, knockback, reach etc.
Couldn't play without a controller, but I may get one soon! Rated based of the comments and screen shots :)
Edit just saw the video gameplay and can definitely see the appeal! I am sure you have thought of adding more guns, so maybe some screen shake/ recoil / movement speed reduction while firing to make the gun feel more impactful could be added.
Great choice of main character name XD, font is a bit hard to read, but that is minor, the character sprite looks a bit odd in a top down, and the movement/pushing of blocks is a bit too slow. Maybe you could make it such that Dave picks up the blocks, so that you won't have the issue of pushing the blocks against a wall, and not being able to use them anymore. Great job.
This is just my opinion, hope you take it constructively. The game feels too slow, the enemies have too much health right from the start, and walk too slowly. Could afford to spam weaker enemies first so players can gain gold and build up their defenses. The monk tower seemed like the best one, given how slow the enemies walked, while the last 50 gold tower was did not feel worth the cost. Could also give more gold per enemy defeated, then reduce the bonus gold given at the end of each wave. That way, placing towers mid wave becomes a lot more feasible. Otherwise, great work.
Clicked because I saw a familiar character:) The game is well executed, and your choice of assets go really well together. The character is quite a bit bigger than its hitbox, making it hard to estimate when I am considered hit, but I got used to it after a while. It's great that you allowed players to try subsequent levels without needing to clear the previous ones.
Really great graphics, especially the tomatoes. I didn't really get how to achieve the enjoy the view and exact storage objectives consistently, but I guess figuring them out through trial and error is also part of the game's appeal. Some minor bugs: the cat would sometimes get stuck in either the extreme left or right corners (which made it impossible to get the mop), and sometimes after tripping, the person's movement speed is reduced. Could also add some audio/more possible interactions with the cat since it is a central part of the game's theme.
Great graphics, gameplay wise since the enemies only stand still (at least for the earlier levels), there is no incentive to optimize what upgrades I make or troops I hire, I can always wait for my resources to scale and pile up first. Also I felt the tutorial was lacking, especially for a more complex game like this. I think a guided tutorial rather than just text would be more suitable.
Aside from making the day time shorter, you can also add an indicator to show how much time players have before night (realistically day slowly turns to night, and you have some gauge of your time left). I personally could only find the trap and the shotgun, and spent most of my time just walking around waiting for night. Maybe you could place more items so it is easier to find, but at the same time buff the monsters accordingly.
https://itch.io/jam/brackeys-12/rate/2970699
please give my game a go :D
https://itch.io/jam/brackeys-12/rate/2970699
please give my game a go :D
Decided to play your game too :D cute and simple design, took me a while to figure out how to dash. I didn't know you could actually win the game, maybe some progress bar, or objective can be added? Could also add upgrades to increase the spawn rates of carrots so players can scale faster towards the end.