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I like it, a few things that I kind of felt missing were a zoom out function or just the playfield being more zoomed out since upgrades in the tree sometimes get placed outside of the players view and there isn't any line connection between them, so it wouldn't be hard to miss. Also I know that the timeframe kinda constrains us in making a lot of polish (I had to cut back on gameplay to polish mine), but I feel like there should have been a little more time put towards making clicking the button more fun to press (be it through shaders, changing the size or adding a more satisfying sound effect for pressing the button), also it would be great to next time use PlayOneShot() instead of Play() so the SFX doesn't get cut when it's called a second time. But Overall still really solid, especially for a 3 hour jam.

omg I knowwww it really does need a zoom out button 

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Thanks for the detailed review and suggestions!

The lines was a development process I decided to give up because I wanted to add more content(To be fair I have no idea how to make them...)... sorry for the inconvenience in the gameplay.  If I tried to add the line the game will probably have like 3 upgrades haha

Same with the zoom in function... another mechanic I missed(And it was an important one) for my game content reasons. This turned out to be a bad choice haha since everyone is commenting on this.

I cut a lot of time in polishing, And the button animation was deleted since it didnt work...(Turns out I misconnected the nodes and it was a 1 minute fix when I looked at it post jam). So I missed a bit on the actual clicker part.

Thanks for the advice on PlayOneShot()! I had no idea about audio stuff and only know how to use Play(), but I can always learn in these jams!

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No worries, I know how it is to miscalculate the time, I had just the basic enemy, 2 layouts and no pause menu for mine, so I had to employ my friend who also made the music to spend his left over time to add some more content :P