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(+1)

The toons are cute and I feel they all tie well thematically. I liked the hands and the squishing of bugs and the blob dragging, that was all nice. The controls also were responsive, when I needed to grab a unit to save it, it was instant.

Not intuitive the healing part, especially the levels that there is no healing and you just have to wait to die if there is a mistake and you lose your unit.

Also the healer it was nice if she healed herself, but that's probably intentional so she only heals when healing others.

I'm not sure I like the scripted nature, that you need to buy the items in order, but it makes sense if we think of this game as a puzzle game, though usually I think of this more as a tower defense.

One of the initial design directions was to make it an endless survival, on the tower defense direction. But as you need too keep acting and picking and smashing, the loop didn't scale well. After some minutes, you would get overwhelmed by the amount of things to micromanage, so we decided to go a different way, more aligned to plants vs zombies, for example - shorter levels with specific threats to overcome. But your feedback is very interesting in that we should allow for more tactics to be viable, allowing for more strategic expression and playstyles.

We are sorry for the difficulty and the hard to discover revive mechanic.

Thanks for playing and for taking your time to write all the feedback o/