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Sorry for the delayed answer!

  1. I considered this, but ultimately decided against it. Although I'm not really sure now why. I think I like the idea of people having a small app with an icon and the little manual. I'll try making a web build some time in the near future. I didn't use C#, so it's not really a technical problem.
  2. Heh, this was on purpose. It was kind of a compromise. I like the *look* of things on a grid, but I don't really like moving along one. Even 8-way movement would've felt a bit clunky for my tastes. I wanted the movement to feel responsive and FAST, somewhat akin to top-down Zeldas. That was all nice and well, but I had a problem: I wanted the spell to move like snake! So it HAD to be on a grid. That's why I say it was a compromise.
  3. Lupin, the mouse thief, is one of the first enemies I came up with. I wanted the player to think "Hey! That guy is stealing my candy!" and rush over to beat them and then get killed for not paying attention to their own surroundings.
  4. Ah, yes, the Flam Fams... I did put a limit on how many can be on screen, but it may still be too large a number. Buggies (the ducks) won't spawn enemies either past this limit. A good strategy to counter Flam Fams if you get overwhelmed is to get rid of the candy as fast as possible, 'cause they can't spawn without touching them. But in general, you'd like to avoid this situation in the first place.
  5.  Although there *is* a global palette, I try not to limit myself to it that much and add colors accordingly. I also try to reuse them as much as I can. Enemies have their own palettes and the only general rule is to have < 4 colors (counting black), but I break this too once or twice.
  6.  About the "Arcade Mode", it was originally going to be that. I mean, I wanted to have a game for when (if?) I eventually build an arcade cabinet. The idea of limitless credits was taken from (I think) PS2 versions of the Metal Slug games. So no, it's not implemented. You'll notice though that if you "continue", you'll lose your score. And even if it was a high score, it won't be saved in the high score table.
  7. Hmm, they don't? I must have overlooked that. I wanted to have them interrupt one another, and that's why sfxs are all on the same bus. I'll check it out.

Thank you for the kind words, your interest and feedback! I had fun working on this, but eventually wanted to move on and have it released, so sorry for the missing features and general lack of UX. I may add the "Arcade Mode" and some more features in the future, when I have the time to do so!

And also, thank you for playing :)

PS: Not that they add much to the game, but there are two secrets, the hints being on the manual.