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I definitely had a great time, and may have spent more time than expected in this one.  The sounds and visuals are all really cute and cohesively done!

I think there's some mixing of genres here, so a little tutorialization would go a long way in smoothing out the difficulty.  Fuel in the early game seems to be a big hurdle, and having some low hanging fruit style islands would reward the player for good choices.  It would afford some difficulty leniency in the beginning, especially since wood becomes plentiful in the endgame.

Not a negative point, but clicking on the enemy rather than the ground doesn't immediately register in my head.  The genre convention I'm used to would make the player character shoot just above the point on the ground that the mouse is on.  Pointing at the enemy does give a unique opportunity to aim at parts specifically which is innovative and cool.

I really like the idea of a daily map.  It also shows that you know how to control a seed.  This is great for alot of reasons including speed runs and shared experiences.
https://www.twitch.tv/videos/2463412728?t=1h52m14s

Thanks you so much for playing my game on stream and for all the feedback! It was really amazing to watch you play and figure out the mechanics as you progressed through the game. I would have never expected that someone would spend 50 minutes on my game - just breathtaking!

I fully agree with the balancing issues. There is definitely some need to tweak the difficulty, which would make the game more enjoyable. I think I learned a lot throughout this jam (fist one for me as well), especially on what I need to prioritize next time.

The aiming issues that you mention have been a concern throughout the development and I could not find a good solution to them. I guess it goes down to the fact, as you say in the stream, that I am kind of mixing a 2D concept with a 3D game. As you spotted correctly, there are two different modes of aiming: direct aiming when the mouse is over an enemy/building/tower/tree or aiming at a point a bit offset from the ground when the mouse is over the ground. The biggest problem here is upward elevation changes in the ground between the player and the target, which are not really visible when the camera angle is too high (and also due to the some shading decisions). This would often result in projectiles hitting the ground, making the shooting controls feel not so great.

Again, thanks for your impressions and feedback, it means a lot!

And glad you liked the sounds! I do not have much experience with sound design and I really had a blast making a capella sounds for the game. Also fun to use a single sample for different sound effects by simply adjusting the pitch.