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(+1)

"You saved your city" - but it felt quite unintuitive.

Some things made the experience a bit confusing. I only learned about the charged attack(by reading description) after finishing the game since there’s no in-game indication of how to charge a throw. Enemies feel a bit too simple as they just follow the player in a straight line, and some of them seem to be stuck lurking around and can’t be killed. At one point, I eliminated all enemies but wasn’t sure what to do next, so I had to run around the entire map again to destroy the "towers." Also, after restarting the game, the tower count went negative, which seems like a bug. The city itself might also be a bit too large - it takes almost a full minute just to roam around. Lastly, there’s no feedback when taking damage, which makes it harder to realize when you're getting hit.

Overall, the game has potential, and with some adjustments to enemy AI, clearer mechanics, better feedback, and a more compact map, it could feel much smoother and more engaging!

(+1)

Thanks for the detailed feedback bro...

The ending was going to be different...

I'm planning to add a tutorial level and other things, to make the game more intuitive...

The some who were lurking around were actually regular citizens... The groups were Reptilians...

For running around the map, I think I'll add an arrow indication for objectives...

Thank you again for the feedback...

(+1)

Sounds great! A tutorial and objective indicators will definitely help with clarity. Good to know about the citizens vs reptilians, maybe a slight visual difference could make it clearer.