Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Yeah the splash units like Siege performed too well in mid game so it now has the lowest DPS and still stands strong I feel

Actually, I love this twist. In mid game player has to abandon the ants completely but then in the end game it is one of the best ways to win. It would be fun to make it even more enforced (make them even better) but that feels too blunt

> Once you win, if you press start on the menu,

Ah yes, I have it on my list :D I will definitely keep it. Maybe I'll change the button and text so it is not perceived as a bug


And thanks for your kind words, I appreciate it a lot! I am glad that this game got interesting and fun in the end. It is curious that I considered it as a short break/test before another incremental. This one is not very marketable with the current graphics.. but that graphics is somehow dear to my heart haha. Now the other prototype will have to wait it seems

(+1)

The graphics are certainly dear, even if they were refined and optimised the style should stay and be embraced
And hey, it doesn't have to break the internet to still be a success, bring more eyes to your work, or if you did choose to sell it even make a few quid for an endearing little project (or hell maybe some donation page others would use- baby steps)

Last thing to say about balance - even if ants or mossies didnt have the damage, the shields make them good tanks, that's the basis of their use, this is also mixed with units staying at the absolute limit of their range, or units walking past mozzies and mozzies lose targeting etc - trying to crawl forward with snipers, vs a swarm, is agonisingly slow - if they (snipers) did something like shoot, move, shoot, move, until a target was at say 80% of their range instead, this could make artillery more useful - unsure if they may become too strong though