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(+2)

The visuals are amazing and the tower design is really clean. Instead of a mess of towers and upgrades just three towers with unique roles and three upgrades that apply to each. Good job!

I also like that the ants have cracks as diegetic health indicator, it makes it more immersive and health bars tend to add a lot of visual clutter.

I discovered that towers had upgrades because of a quest that said it disabled upgrades for two turns, that felt pretty natural. Nice.

The main mechanic definitely snowballs very fast, the only solution I can think of would be to make the quests scale with the player, so their relative risk stays consistent. That sounds pretty much impossible to balance right in a game jam though, so not really a criticism.

Overall amazing job, congrats!

this is a most thorough analysis that accurately recognizes our design decisions, I wouldn't have expected a single person to acknowledge so many but I'm glad they're clearly doing their job. and yes, you're so right, we struggled balancing tasks early to late game, but who doesnt want to feel like a cake shop owner after investing all their crumbs for 3 rounds :D glad you had fun <3 and thanks for the kind words