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I initially quite enjoyed the gameplay, having a melee and ranged option like this is pretty fun and trying to accurately hit ranged attacks while being swarmed is quite compelling. Unfortunately, a single design decision undermines this effect. Having the central flower block your ranged shots makes them unviable to use as the gameplay gets faster, since one getting caught on it can just snowball into failure. 

The preferred strategy then becomes to just stand in the centre of the screen and use the sword when the enemies get close; something which is significantly less interesting. It's a shame, because the gameplay overall feels good to engage with because of the strong feedbacks. I will say that I didn't vibe with the sound effects, they weren't very fit for purpose and got abrasive quickly.

A well put-together game aside from that though, good work!

(+1)

Thanks yeah, I've been putting more playing into and realized just recently that once you get through a bunch of waves it gets easy. You've basically beaten the game because now you get to / have to stand in the center as the enemies come more often and faster since it's easier and you no longer have to worry about losing your combo because you have ample time to take out the next enemy.

It wasn't so much a design choice but an oversight. My intention was to open up the garden a little more and be able to shoot through the flowers but there being a circular area around the flowers where you couldn't be in order to avoid this. There is even an alternate inactive control scheme where you always rotate around the center as you defend the flower. 

The audio was supposed to be cartoon like but ended up not as amusing as I had hoped. 

Thanks again for your terrific feedback and for playing!