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(+1)
  • Youtube Timestamped Link
  • Graphics : Good , I like the background and title card.
  • Music / Sfx:
    • Music : Title is great, reminds me of obra-dinn. In-game / Combat : More variety needed here, kinda not a fan of the one track.
    • SFX : Really quite lackluster, many things don't have SFX and what's here tends to be a bit 'meh'.
  • GUI :
    • No escape menu or options. 
    • No way to close the game off
    • The card selection screen is fine, as well as the 'next run' screen.
  • Gameplay :
    • Really quite lackluster, it feels more of like a concept than a game demo.
    • Units shouldn't be placed where ever you happen to be looking at that particular point in time (The enemies don't)
    • Controller support? I was able to get past the start-up title screen and move the camera around but that was it.
    • Are the 1-4 units bound to 1-4 on the keyboard?
    • Most of your units flat out suck, you're better off not actually using them.
    • You can 'win' but get no real reward for doing so.
    • You are basically better off not "playing" in the current iteration of this as you are wholly better of simply letting the baddies win, getting your failstate reward and then going from there.
    • Your 'King' unit that you directly control doesn't feel very good on doing so, it needs some refining on the controls.
  • Notes :
    • Attacks from the king have a weird desync for animations and 'damage frames' , I was able to cheese monsters heavily as I was able to take a swing then move forward and do full damage.
    • Beginning wave monsters do far too much damage while your peasants do far too little.
    • Enemies can clear out a massive amount of your units as they all seem to have AOEs.
      • Melee units aside from specific ones should be single targeting while the Purple/Staff enemies should be ranged AOE casters.
      • We should have a ranged minion of some form , or one of the cards could upgrade peasants into archers/slingers.
    • There should be some sort of progression that feels more 'natural' , we're fighting the enemy and lose or win but then 'nothing'. Let us push against the monsters, maybe a map where you're trying to reach their main crystal tower or such to stop this horde.
    • Buildings , we could have some extra guard towers or resources, kill enemies to get resources, or protect the peasants as they gather resources letting you better fight.
    • The enemies can damage us by reaching the left side of the screen, let us do the same to them, per above let there be a faster win state than just reaching the end, or maybe do something like Kingdom where reaching the tower and damaging it spawns enemies (draining the bar at the top / speeding it up)

As this is in it's current form I can't say I enjoyed much aside from some of the graphics and the title's music choice.

Thanks for the feedback! It’s as you said it is pretty barebones with a lacking gameplay.

For the music, I was kind of mixing between two different tracks for the both the sides on top of the base track (it’s more noticeable when wearing headphones). Watching video, I guess I failed miserably at conveying that along with layering the audios together, haha.

Apart from that, I do agree that the game needs a lot more variety in audio along with SFX, which is severely limited as of now.

Same for the GUI, it’s pretty much a work in progress with only partial controller support as you said.

For the gameplay, I do get your frustration from the video. It was my first attempt at TD, a pretty bad one at that. I do need to learn a lot from the genre if I wish to continue on this game.

Units shouldn’t be placed where ever you happen to be looking at that particular point in time (The enemies don’t)

  • For some reason I thought it’d be a good idea, that you could spawn knights behind the enemies, thus encircling them on both sides, lol.

Are the 1-4 units bound to 1-4 on the keyboard?

  • Yes

I totally agree on the rest of your points on the units’ balance and broken game design as well. It’s painfully clear that I need to go back to the drawing board with this.

There should be some sort of progression that feels more ‘natural’ , we’re fighting the enemy and lose or win but then ‘nothing’. Let us push against the monsters, maybe a map where you’re trying to reach their main crystal tower or such to stop this horde.

  • I was actually thinking of that, to take the traditional approach of breaking the game into chunks/levels rather than one big level where dying is the only option until you get strong enough (games should be fun not depressing after all).

I have noted the rest of your suggestions and will definitely keep in mind if/when I take this game idea ahead, in a new and better way. Thanks a LOT! The feedback was something I needed to get out of the rut with the future of this game. :)

(+1)

>> For some reason I thought it’d be a good idea, that you could spawn knights behind the enemies, thus encircling them on both sides, lol.
Idea is fine, execution is not. It should be relegated to some sort of spell or ability.

That makes sense, as there are no spawn indicators RN.