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Damn, this was fun! Simple gameplay with variety of interactions, and they're all taken care of quite nicely. Stuff like being able to place a rock to block a mole from moving between rows doesn't seem to be important at first, but these possibilities are what allows you to make micro decisions during gameplay that are engaging and fun! I've spent solid hour mastering the game and learning all of the spells and I consider it time well spent!

With that being said, the game can be a bit frustrating at the very beginning. Getting damaged or being invulnerable to the next hit (for instance, through heal on hit spell) isn't properly communicated to a player. I often didn't notice when I took damage, or even what gave me said damage (only after 30 minutes I've noticed not clearing the wave in time damages you). This is especially annoying considering the fact the hitboxes seem to function in a funny way (is it like tied to a tile instead of a sprite?) and sometimes the hit doesn't seem to be deserved - I had to strongly adjust to that.

Apart from that, very solid entry! I ultimately won by farming a couple of advance spells throughout the first waves, then using magma on the last column - this basically auto-completed the last couple of waves (some of them didn't even start, which I assume is a bug caused by not being able to spawn an enemy on claimed tile?). I'd say triple spells are a bit too OP but I kind of liked it LOL 

Really glad you enjoyed! I like that every time I participate in a game jam I always have that one player that breaks open the game.

The game can definitely be largely about controlling the field through advance, magma, and rocks. I'd even say it's near impossible to beat the final few waves without a defense of some sort. I will admit I may have made farming a bit broken which is why the time limit exists.

The game definitely needed some additional animation and visual effects I didn't have time for. None of the statuses will update the player sprite so you won't know when you have fire cloak, phantom, leech, reflect, etc. The player is lacking a hit animation. Enemies are also lacking hit animations, death animations, and spawn animations. The last one is an issue because sometimes an enemy will spawn in and immediately attack you, so I'm planning to give them a few frames of animation when they first spawn.

There are actually no hit boxes and damage is entirely tied to tiles. Basically if you see you are still moving you are considered to still be on the tile you are moving from, but this can lead to a visual issue where you're visibly 90% of the way to the next tile but still get hit because your position doesn't update until you're 100% there. The game doesn't have any physics but instead just checks if a bullet is moving onto the player's tile. You mostly just need to get used to the timing of the enemy attacks and dodge earlier than you think you should.