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I like the game. The presentation is good, the UI is functional, and the graphics are coherent,it looks good, even the cover does. In terms of gameplay, everything works as intended, but I think you could add some more juice. For example, when picking up money, there’s no sound effect, and that should be the most rewarding and satisfying sound in your game. Also, when building, there should be a sound. There’s a lot of room for improvement in that aspect. That said, you did a great job with the dynamic music,that’s awesome.

Now, about the difficulty. The first level felt really hard for me. It took me a while because all the enemies were coming through turtle beach, while the other side of the island just needed a few cannons, but  on turtle beach? Oh boy, I needed all the cannons with several upgrades just to sink that giant ship that comes out of nowhere at the end. Maybe I’m just bad, but you might want to check the balance on that one. Usually, in these types of games, the first levels are like a walk in the park. On the other hand, the second level was really easy in comparison, I beat it on my first try.

The UI works, but I have some nitpicks. When placing a cannon, the UI showing the different types of cannons and structures covers almost half the screen, making it hard to see the range of a cannon and decide which one is the best option. Maybe making it smaller or transparent could help with that.

Also, when switching to the other side of the island, the zoom resets to a fixed value, so I constantly have to zoom out again and again. It should keep the same zoom level from the other side because, in this type of game, I always want the maximum amount of information available by having the camera zoomed out.

Those were my issues with the UI, but overall, it works well, and I know you can refine it further.

Lastly, the game felt a bit too vanilla to me. Of course, I only played the first three levels, so I don’t know if there are mechanics later on that shake things up. But from my first impression, the only unique mechanics that stand out are manually picking up money after defeating enemies and moving between different points on the island. These two mechanics together can actually feel a bit overwhelming because you can’t pick up money from areas you’re not focusing. I don’t know if that was intentional to make the game harder, but it definitely does.

Overall, it’s a very good game, it looks good, it’s functional, has variety, I'm sure you can refine it an build so much over it. But for now it’s missing something to hook me. Or maybe it’s just me for getting stuck on the first level for too long, who knows.

(1 edit) (+1)

First off, thank you for the compliments, I really appreciate it. 

Very thorough feedback, and incredibly punctual. All of the points highlighted are things I'm aware of and plan on fixing / have tried to fix in the past without success, and need to iterate. Let me give you a point by point:

  • Money sfx: There is a sound there, although quite placeholder-ish... But now that I have a soundtrack it disappeared in the mix. We're working on it. I'll do a few more audio passes to update the final version of the soundtrack, and to include more sound effects, as many interactions (hitting ship, building, upgrading, ui navigation, etc) don't have a sound and it's quite jarring.
  • Tutorial level difficulty: Ugh. The tutorial level is a bit of a legacy level with quite a few problems that have been accumulating, including the difficulty. I'll do another pass on the tutorial to make it less wordy and introduce the difficulty gradually, maybe even redesign the level? Turtle beach is too exposed indeed, and quite difficult to defend. I'm not quite sure what the long term solution there should be, but on a first look I'll just reduce the number of enemies there / their health and call it a day... In any case, if you want a better difficulty curve, skip the tutorial level and go to level 2 onwards.
  • UI panel size: Yep, correct. It was made for mobile first, and my fat thumbs quite like the big panel. It definitely obscures too much and affects gameplay, so I'll work on the accessibility there. Maybe just forcing a zoom-out could address that.
  • Zoom reset on switch: Ah, so I didn't fix this one on every map. Normally the zoom resets to most-zoomed-out (not your previous zoom level) when you switch, but I will align all the maps so they have the same behaviour; as you've experienced, some maps still reset to somewhere in between.
  • No juice: Mate, I know exactly what you mean. The distraction + multitask difficulty was definitely intentional, but without another core fun mechanic, it becomes a bit pointless. I found quite a few people enjoy the core loop of just build / upgrade / collect enough that they don't notice it, but you are 100% on the money with that feedback. I'll go back to the drawing board to try to find another core mechanic to add to the fun. I wanted to bring in a end-level boss, or maybe a mechanic where you have to finish building something to be able to complete the level, rather than just survive X waves. To be seen!


    • Note: I just released an update with a new ship that helps you collect money, so there's a game mechanic to reduce this feeling of being overwhelmed via gameplay.

Lastly, let me thank you again for the incredible feedback. You really took the time to think and analyze my choices and mechanics, and I appreciate it a lot!! Hope you give it another chance despite the gratuitous punishment you received in the tutorial...

Best,

FLCB