Skip to main content

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

Maybe it was the info bump at the beggining but I didn't quite catch the game loop to learn how to play. It was very annoying seing the background move when trying to interact with the UI. I felt almost no control over the win as I am just spinnning and praying for luck. 

Anyways, awesome quality, I was suprised for the defined style which really deserves a mention for the limited time.

Maybe I'm too used to PvZ, probably a good game and its just skill issue.

(1 edit) (+1)

fair enough, i suppose. i guess i'll try explaining things a little more thoroughly in case you feel like giving it another shot.

1. there's a pity mechanic, meaning that you'll get a roughly even spread of all 4 spell variants and all 4 tower variants. it feels luck-based but it isn't, you'll eventually always get what you need (think tetris, modern tetris games will always give you the same pieces at the same frequency, but the order is random).

2. as for the background moving while using the ui? this is understandable i suppose, but there's only 1 element in the ui you need to interact with to play the game, being the wheel at the bottom you spin for more towers. everything else you don't need to actually interact with.

3. the gameplay loop is always just managing the 4 things: spinning the wheel for more towers; collecting orbs for more spells; placing towers and using spells to control the board; stopping skelly dan's wheel periodically. as long as you stay on top of those 4 things, the wins are very consistent (in hindset i think we shouldve made the game harder).

thanks for playing, though!

(+1)

After giving it a second shot I realised it was just skill issue, grat job for the game, I would love to see more tower defense mechanics with a spin.

(+1)

so glad you enjoyed <3 thank you for playing, and moreso, thank you for being willing to give it another shot!