The second wave was definitely longer than it should have been, took quite a lot of clicking nonstop to clear them out. Adding the ability to place down traditional tower defense buildings or at least create barricades / traps would help the player do actions besides clicking. A "hold to fire" option could also be added for more accessibility.
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Captain Cosmo and the Dread Pirates's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #322 | 3.333 | 3.333 |
Audio | #332 | 3.267 | 3.267 |
Overall | #653 | 2.944 | 2.944 |
Graphics | #679 | 3.067 | 3.067 |
Theme | #712 | 2.800 | 2.800 |
Innovation | #793 | 2.600 | 2.600 |
Game Design | #900 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
The game swaps perspective between the kids world when adding toys, and the imaginary world when in playing session.
Did you write all the code and made all the assets from scratch?
Mostly. There's some realistic skybox / texture in there but otherwise it's mostly done for the jam.
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