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(+3)

Neat! Failed the first run not understanding what the thing was. Failed the second run that was going very well being a bit greedy and not knowing the "10 second" warning (seemed a bit faster to me). But easily did it on the third try.


Interesting take on the theme and tower defense genre overall. And I'm a big hater of that genre but this wasn't that bad. Obviously the gameplay was a bit on the thin side as there was only so much stuff to build but the game was short enough to not get boring even with few needs to get to the end.

A nice little story nicely told. Not going too deep to itself with a wall of text before you can even play but nice setup of the scenario with neat line by line phasing and visuals to go with it. Visuals and audio were nice too! Lovely pixel art with a pleasant color palette and music fit the mood perfectly. Didn't pay much attention to the sound effects so they must have been at least ok too. I recall hearing something neat when looping back so that might have been a cool one at least. I usually notice the lack of variety and absence of sounds for some actions too so I guess that was also done well.

Anyways, that's all I've got. Great game , despite the genre. 😅 Still left me wanting for more with more different builds and hurdles to get over. Good job! 👍

(+2)

Oh yeah so kinda like I eluded to, the looping mechanic could be improved a bit. A visual timer would be nice addition along with a menacing sound that could get faster/louder closer to the end to really hammer home that you better press that button dude. The text was "reset" I think which wasn't too clear on the first try. Especially with the ⚡️0 next to it which I for some reason didn't understand was a price, not a counter that I needed to get up or something.

The timer is the sun, once it completes the loop is when time is up

I agree the UI is pretty unclear about the important fail state. The reason I didn't have a timer was because I wanted the 10 second collapse to be a surprise the first time, and also knowing the time makes players give up before they know about the rewind mechanic (since it looks unwinnable). But it would have been good to have a contextual timer that shows up in the last 10 seconds and making the rewind button more prominent. Thanks a bunch for the extensive feedback!