Very short, but that's to be expected for such a deadline. Wish there was more need to use the size shifting mechanics.
Yurglepop
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I'm glad the enemies tell you when they're going to attack, but I feel like the combat isn't responsive enough to react effective. Sometimes dodges dashes you far, sometimes it seems you don't move. And only being able to dodge left is really limited. Both of my runs were ended by somehow having all my controls locked with nothing to do. Idk what happened, maybe there's an invisible health bar that drained and I died. Idk.
I think the biggest flaws are that it feels too tightly balanced around buying certain upgrades at certain times, and not revealing what towers are now available to buy at the start of each round. My first two runs lost purely because I didn't notice the previously locked right side acorn shooter was now available. Other than that, it certainly has potential!
Moving blocks can be a bit finnicky. I think a simple drop shadow would drastically improve it. There's a bit of variability in the puzzle difficulty. Additionally, with how much puzzles can require platforming, coyote time would help the responsiveness. The game as a whole is very neat, and I do enjoy the concept!
I like the slot based system, though it took me a bit to understand why the menu suddenly disappeared when i though i was just buying an upgrade. And the menu has a bug where it shows up too early when a wave is still going.
I don't know if it ended early or if there's just not a lot of waves, but there's lots of room for this to continue going.
Ah! That should be explained better. So, when you have Research unlocked. You can move a tile into the slot in the research tab, and hit research. If you don't have that letter already unlocked, it will delete the letter, and add that letter to your available letters to buy. Essentially, you will need to buy the tile again, but now you can just start at that letter instead, without having to buy a bunch of upgrades.