Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Half the abilities don't scale with the number of enemies, making them completely worthless in the late game. Invest everything in Anchor, Pull, and Orbit, and other than that, focus on defense for all the times you'll get suddenly surrounded with no way out but taking damage. But maybe those synergies make it worth it? I don't remember ever seeing them.

Alternately, focus on defense and weak attacks, and then all the enemies will end up bunched together and way easier to avoid. You'll get fewer points, but it makes it easier to reach the 10 minute mark.

I'm not clear what the towers do exactly. I've found the best way to take them down is with Anchor. You can use the game timer to help with timing, but try to drop one at them while running instead of briefly attacking whenever you get the chance.

Hey, thanks for playing and for the great feedback. You’re absolutely right. The game, including upgrades and abilities is in need of balancing improvements.

Good feedback on the towers. I had a feeling it wasn’t super obvious what their effect was and you’re confirming that. Here’s how they work:

They create a web of connection with nearby enemies. On a timer, it sends a burst of energy out to connected enemies that buffs them (HP mainly) for a limited duration. You’ll see their color change during that time.

Open to ideas on better ways to communicate that to the player.

(+1)

I suspected they were buffed. At least after I tested my other theory that the lines between them damaged you if you passed through them.

Maybe instead of increasing their HP, you decrease the damage they take? Since it shows the damage they take, you could see that easily. You could also buff their speed a bit, which would be obvious at a glance.

You could also have them appear earlier. If you had one at the very beginning when you're taking enemies down one at a time, it would be clear that it takes longer for one to fall.

All good ideas. I’ll probably experiment with those. Thanks.

(+1)

Also, I forgot to add, the way the player's health bar works is confusing. It looks like you're rounding their health to the nearest fifth? Either make each box correspond to one hit or make it a bar that gradually drains so  you can tell exactly how much HP you have.