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(+1)

The game is impressive but I have few comments

- The textual turorial is a lot too long and dispensable

- When you select an action, you can't change.  This is tough. It is surely a choice but the player can't prevent the orientation the forms will take. It feels unfair and freely punishing as the game is already hard.

- As ennemies are randomly appearing, the fact you cannot regain life is punishing too, because winning the game becames a combination of luck and skill. That expose the fact that even with a lot of skill, you can be dumbly trapped. Unfair stuff...

- The price of cards affecting the players movements. The game is already hard, the actions are expensives and the fact that it affects the movements turn the game even harder...

-It could be interesting to destroy a turret by the shots of another turret on the same line. This could serve to destroy a turret and could provide an instant shield (the turret itself)

-Regaining life: by destroying ennemies, taking trinkets or by reaching the next level could rebalance the game and, if it will not be a lot easier, it could looks more fair to the player.

I don't want to be tough, I really appreciate your work, I just think that the player experience should be a little more balanced. There are surely things that I don't know about your jam, and I am sorry if a asks for too much. 

But you already made agreat work ! Thank you a lot ! You are amazing !

Hey, thank you so much for the feedback, I really appreciate it! 

Most of the issues you covered definitely fall into the playtesting and balancing field, which I didn't have enough time to properly do unfortunately. The randomness of the level generation and enemy spawning definitely didn't help with that either.

The punishing nature of the game derives from the overall desire for it to be a roguelike, but truth is that there hasn't been a lot of effort to make it rewarding either ^^" The blue orbs (which don't spawn correctly in the compo version) supposedly help with that by giving you permanent upgrades or refilling your health while also serving as an incentive for the human to move instead of barricade, but the overall implementation of that wasn't really great. 

I really like the idea of enemies dropping health and I noted it as a way to balance things out and as an incentive to move, so thanks for the suggestion!

You're not tough, player experience is the top priority after all, but I obviously rushed to make everything (somewhat) functional first ^^"