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Loved the core loop  I could play for ages without getting bored.

I’ve added “defeat Lord Biscuit” to my to-do list! I only managed a few runs so far because I’m checking other jam games, but I’ll definitely come back to finish it.

The visuals are adorable, and the building feedback feels great. During rebellions the combat feedback felt a bit lighter, but since most of the experience is about building, it didn’t bother me much.


I also enjoyed seeing the theme flipped: in our game, people worship the Biscuit and sacrifice themselves, while here I’m controlling the uprising against it delightfully ironic. Overall, one of my favourites of the jam.

Congrats

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Hello! Wow thanks for the writeup! I would love to hear more about what you meant by feedback felt a bit lighter as I do want to see where I can improve post jam! Combat is something that I am trying to learn more about and improve, so if you could explain a bit more, it will help me a ton!

And will check out your game shortly~ :)

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Thanks! By “lighter feedback,” I meant combat felt less punchy visually. Turret shots hit the boss with almost no impact—quick hit-flash, small camera shake, and a brief impact VFX/SFX would help. When the boss smashed things, the hits lacked buildup/impact—some wind-up and a stronger burst/debris would sell it. Our spawned units also died with little readability—small damage numbers, a death puff, or a quick outline would make it clearer. Building feedback was great; bringing that punch into combat would lift the whole experience.

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AHHH, I get what you mean now! Very very good points you brought up here and I'll definitely be looking at these. Thanks so much.

Speakin of screenshakes, It reminded me that I wanted this epic moment where Lord Biscuit would stomp and it would cause a screenshake and send units flying, but it was already the last day XD

Really appreciate the breakdown!

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:D:D Great idea, I'd love to see it in future updates! I`ll be following for future updates 

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Thank you, I look forward to delivering more as ideas come, possibly new maps or maybe a new cupcake boss. Might push it on Steam, or it might not, we'll see...

Super ! I`ll be add my wishlist if you add to steam ! 

Actually we`re also thinking to add our game also in Steam but that will be our first game in Steam if we publish it :D 

I guess you have done already before as i saw in your game, can you give us to honest feedback if you want ! We`re really need that espically from a person, who published game Steam before ! 

Thanks! By “lighter feedback,” I meant combat felt less punchy visually. Turret shots hit the boss with almost no impact—quick hit-flash, small camera shake, and a brief impact VFX/SFX would help. When the boss smashed things, the hits lacked buildup/impact—some wind-up and a stronger burst/debris would sell it. Our spawned units also died with little readability—small damage numbers, a death puff, or a quick outline would make it clearer. Building feedback was great; bringing that punch into combat would lift the whole experience.