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(+1)

It is a really well made game that has a simple gameplay loop. The art and animations look really nice, and the concept of a magical cannon on a castle matches really well with the spells. The music was fine, but sound effects are really good. I only managed to make it to wave 60, I’m not too sure what the intended wave was to reach as sort of an average baseline.

There is no settings option for the music or sound effects, which would be great as the music was a little loud.

The spells are a little costly, as you only get 1 energy (I shall call it energy as I’m not sure what the name is) per round. With some spells costing 3 or 5, they can be quite hard to save up to with the amount of enemies that spawn.

I like that some enemies are randomized to give you 1 energy as sort of a way to deal with the energy problems, but I still feel there is a lack of it. Some 5 cost spells seem really bad for certain runs, like the 5 cost lightning’s attack only was in a diagonal pattern, so unless there are a number of enemies, especially those that give you back energy in that pattern, it seems quite useless.

I like the unique types of spells, lightning goes through armor, the bullet pierces, fire burns, ice pushes back and freezes. But currently, I feel fire seems way too strong, while the ice seems a little weak. In later waves when there are enemies on every lane, the ice doesn’t push them back all the way, and with the freeze only being 1 round long, and the enemies knowing to switch lanes, it makes it quite weak. Whereas the fire spells seem a little strong, especially with the burn and large area. The lightning spell seems to only be good for armored targets or sniping targets behind, but the bullet does better in every other scenario. So far, the spell I use the most to push waves, were fire for damage, bullet to get some cheap energy, lightning to clear armored targets and ice if I have no other option.

If possible, spells should also include a short tooltip or description when you hover over them, such as the damage, how long fire burns, ice freezes, that lightning goes through armor etc.

You mentioned endless waves that were randomly generated for maximum replayability, but I feel some sort of permanent upgrade so players can push further and further would be great. Manually created boss waves, at maybe every 10 waves, or 50 waves could also be really good.

I’m not sure if the game is going to be updated further, but currently it stands pretty well as a complete minigame. It does have potential for more content, and perhaps some balancing tweaks to deal with the hordes in later waves, but it is really great work for a 2 week jam!

(+1)

Thank you for playing my game and for thoughtful review. I'm glad you liked the SFX because it wall really rushed.

First about endless replaybility,  this was something I was hoping to achieve although gameplay can be repetative, although it doesn't become too quickly. If game gets updated, Inwould followed the pvz1 formula with campaign levels with deckbuilding options and mini game levels with special rules .

Because of such lack of variety (which is justifed due to game jam limit) usually there is one dominant strategy.

For overpriced spells, I must not to agree, the costs are perfectly balanced, but there are two flaws which make you believe so, first because I never teach player the complexity of strategy you need to do to battle effectively,  practically people who played more games like chess would understand it better ,     the second reason is because lighting 5 and bullet 5 are too much weaker than fire 5 and ice 5 which are over powered. This makes game unfairly luck based, sometimes I get only strong spells and for that reason I reached wave 120+.

About tool tips, I tried to follow pvz1 formula, where you get thrown with random plants and zombies, and you need to figure out what are their powers. The better solution would be if I focused more on showing visually burning or breaking armor (I think ice is clear enough, npi). 

My strategy is to never attack unless enemy are going to attack next round or they break formation which is good for effective damage dealing. Also often I sacrfice health for better attack efficiency. Ice1 is very useful against units like elite knights (9/4 one) as you can ignore them for many rounds just to delay them back and use aoe spells on them + others in back.