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Enjoyment: This is about as TD as TD comes, it has all the necessary things to get that gameplay loop that feels nearly impossible to get out of... even right now, I should be working, but instead I'm thinking about how to best optimize my frogs on the limited amount of lily pads, at wave 113..  JK.  Seriously, it's addictive, from the gameplay standpoint, I think I like the fact that there is a central point with numerous paths converging, I guess I wish there was just better scaling of difficulty happening, maybe depending on the amount of frogs I had..  What made it boring was that it became too easy to create the need for strategic play... and that was partly because the resource frogs were super unbalanced.. 3 frogs & I was fucking jeff bezos of the pond frog empire.  

Concept:  The idea of it being a pond with a bunch of frogs protect the leader frog from danger was great I thought.  The atmosphere that this created was weirdly calming, and the TD concept was a weird one to apply to this idea.  I think the use of Lily pads could be explored more, as they can be thought of as moving platforms.. could be cool to have some systems of moving those around dynamically, to really set it apart and make use of the setting.

Presentation: I thought the atmosphere & general look of things was well done.  Especially the way the shadows cast by leaves overhead cast on everything.  It definitely sold this as some sacred pond thing.  I think the only thing here is that, idk if this is just my comp but, if anti aliasing was on, it wouldn't have felt so grainy which made it hard to look at for a while.

Use of the Limitation:  Great idea to make a TD, its a natural fit and lead to focusing all the attention on a single thing which suited it perfectly.