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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.