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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.