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Hazily Retreat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #69 | 2.636 | 2.636 |
Gameplay | #88 | 2.091 | 2.091 |
Aesthetics | #92 | 2.182 | 2.182 |
Overall | #93 | 2.000 | 2.000 |
Sound | #113 | 1.091 | 1.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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https://x.com/DueckisOfficial/status/1782510705683443977?t=Rjuhktq4q9DmaamQ1bYsfg&s=33
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Comments
I love the concept although I think it'd be better to have an AI place the towers along with the players, but other than that it's a cool game!
thanks for playing. That was something me and my collaborator debated about. But at the end, we decided that we want the player to create their on demise rather than dealing with some randomness.
Found how to counter the screen size by zooming out the page ! Pretty fun but after a while the cards kept being the same over and over, and the leaderboard seems broken. Otherwise, a fun concept and cool submission, well done!
thanks for playing the game. Yeah those are known issues that will be fix later on if my collaborator also want to pursuit this game further.
I love the twist on tower-defence and choosing your units and enemy at the same time.
I think the game is currently bugged and always shows the same 3 cards for the whole run. Also, I'm not sure if such leaderboard order is intentional or not.
To my taste, the fast-forward should be faster, although it's cool that you implemented it at all!
I'd love to see the fixed version there player can actually strategize around different unit types compositions. And also with proper visuals and sound. It seems you've really put a lot of work into mechanics and content!
P.S. spam elfs for the win :))
Thanks for playing the game and your feedback, yeah others also mention that bug which until now I still can't replicate it in Unity itself. But I will change how the buff and debuff are generated anyway if my collaborator also wants to continue the project.
Good luck with debugging if you'd continue!
Also, some in-game hints about towers and units abilities would help very much. I know they are accessible from the menu, but it's hard to remember them all during playthrough.
=.=' We didn't think this far ahead
Unfortunately couldn't play. The game gets cropped on my screen (Macbook Pro) and I think the UI is cut off? Maybe try reducing the size on your game's settings?
Yeah, is a known issue. I can't really change it now, since it's require the file to be changed. You can change the zoom option in your tab window to make it fit as a temporal fix for it
Thanks, zooming out on my browser worked.
Interesting idea, but it needs more ways to challenge the player. The biggest problem is the existence of a no damage tower (elf+food), as it's so good that it makes everything else irrelevant. You can solve this in many ways - making sure every tower does damage, always adding a random tower each round, making it rarer... etc. I think the game has potential though and hope you continue to work on it!
I like the idea, it's a cool take on the tower defense genre.
Sadly, no sounds or music! :(
I think the biggest issue right now is that the game feels a bit "solvable". It feels like there's never any reason to pick a fairy - they die really quickly and their speed isn't really too much of an asset, given how the best strategy is to bunch up your units. You need to send them way later than your other units, point by which they're probably vulnerable to the turrets your other guys have already passed through.
It would be very nice to have some more content and randomness in the cards. Because you don't want fairies, you don't see the social media towers too much. This could be partially solved by making the cards select a random buff and a random debuff when presented. This would also allow you to group effects by "rarities" or "power levels", so that you can get a very powerful unit (something that heals nearby allies, for example), at the cost of a more powerful tower, such as an AoE unit that disincentivizes the "always bunch units up" strategy. It would also allow for more robust interconnection of your current mechanics, so there's more ways of interacting with different unit types.
Also, small issue: since you're often spam clicking to keep your units of the same type spawning together, but the buttons disappear and move if there's no more of that unit type, I often ended up sending a unit I didn't want. Maybe you could disable the interactable field on the button instead of disabling the object so that this doesn't happen!
I realize most of this issues are probably due to time constraints, but I encourage you to keep working on this project, the idea is very solid and has lots of potential!
Keep up the good work!
thank you so much for playing. You are absolutely right about all the problems. Since there are too many bugs appear on the last day, I can't really add sound or any units effect in at all. But thank you for the super detailed feedback.
I like the look and feel of the game, sadly I didn't quite understand my objective and ended up leaving after a few rounds unsure of what really I was doing.
Thank you for playing it. Yeah, the tutorial is not the best since I didn't have time to do it properly because of all the bugs happened during the making of the game. The goal of the game is to last as many round as possible by ordering the spawn order of the units you have, so that there will be at least one unit survive the bombardment of the towers each round.
Ahh yeah. I just looked again and the way the game displays on my screen I think I didn't see the score at the top + also for me I just kept getting the same cards and stuff every time. Not sure if a bug or I just didn't play long enough...
yeah, that probably a bug since I did add randomness to the cards buff and debuff. Plus, there aren't a lot of them since I only have time to add just a few