Thank you for the reminder, I completely forgot to do that! It should be linked now.
Zirrrus
Creator of
Recent community posts
Thanks for the feedback!
Some really good points, I tried addressing some of it in a small update. After playing it over and over, at some point the solutions were so 'obvious' to me that I forgot that maybe it would be a good idea to give the players some indication of what to do...
I have never game-jammed in a team before, but would definitely like to try it. So let's do that sometime!
Great to hear that you had fun despite the "balance" :)
I was trying to make this great dynamic system but never got it working properly...the way it is right now just happens to be the state it was in once it finished breaking. I'm still a bit burned out at the moment but at some point I'll have to redo the wave system from the ground up, the current one is a mess where each wave has a fixed budget but also quotas to fulfill and in addition tries to take into account how long each enemy type lives on average...it's pretty terrible.
@SuperBiasedMan (How do I actually reply?)
Thank you! Watching you play has helped me understand a bunch of issues a player might run into during their first playthrough. And showed me that the difficulty is probably still a bit high.
Thanks for the feedback!
I only actually made a build of the game right before I had to upload it and for some reason the physics changed in the transition from playing in the Unity editor to the standalone game. At that point I was so sleepy that changing anything would probably have made things worse. And time was running out anyways.
Absolutely agree on the game giving some feedback. I had planned to have a particle effect or something for the boost and yeah, I simply ran out of time with the sound. Since that's an area I know virtually nothing about it wouldn't have amounted to more than some bleeps and bloops anyways, since you can't use preexisting assets.