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Incredible entry! Very clever interpretation of the theme. Connections can actually be interpreted as dependencies, which is exactly what this game is all about. To kill one monster, you have to shoot another. Brilliant! I was especially wowed during the boss fight. Amazing work!

The art is amazing, clean, and consistent. Somehow it gave me Game Boy Advance vibes, though a bit different. I also feel like the core mechanic still has a lot more potential to explore, and I'd love to see more done with it.

I do have a few suggestions:

Progression & Difficulty

  • I wish there were more progression elements. The game felt fairly easy up until the boss fight, and I would've liked a bit more challenge leading up to it.

Controls & Combat

  • My biggest issue was the aiming. It felt a bit rigid. I think the game would benefit from allowing the player to aim with the mouse cursor, since the player's movement speed combined with only one firing direction can be frustrating at times.
  • The shooting system is also easy to abuse. Adding a cooldown or reload period could create more meaningful consequences for spamming shots and encourage more thoughtful play.

Technical Issues

  • The game crashed after the 70-monster wave. I had to reload the game and play through everything again to reach the final boss.

Visual Clarity

  • I noticed that some projectiles, such as the circular ones, didn't damage the city when they touched it, while others, like the mushroom projectiles, did. I wish there were clearer visual cues to help distinguish between the two types.

That said, this was an amazing experience. The concept is clever, the boss fight was memorable, and the core mechanic is genuinely interesting. I'd really love to see more of this game in the future. Amazing work!

Thank you for the detailed feedback! I'm happy to hear how much you enjoyed the game!

Yeah, the difficulty seems to be a common fault people seem to find with the game, which is understandable. I tend to make my jam games too hard so I may have overcorrected for this game.

Your suggestions regarding the aiming will be quite helpful if I decide to revisit this game (which I plan on doing at some point).

I'm sorry that the game crashed on you! I admit my code isn't the most clean or stable. I used a lot of timers for this game which I read can cause issues with despawning objects in Godot. I thought I caught most of the major bugs during playtesting but there must have been some weird edge case I missed. If you remember any other details about anything that happened before the crash, I'd be happy to hear it! I definitely need to clean up my spaghetti code either way.

I see what you mean about the projectiles. The dialogue does mention the difference, but I need to figure out a visual way to show that. Like maybe one of them could be bigger to show it's stronger?

Thanks again for the detailed feedback. It's so encouraging to hear you and many others see so much potential in this mechanic.