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So, it looks like the game is faster than when you posted in the discussions. Assuming I'm not misremembering, this speed is much better. The progress bar is also nice to have, though I think marking where the enemy waves are in the progress of the level would've also been nice.

The only complaint I have is that level 3 can be beaten by just sticking one boulder in the path of the enemies. It'd be a lot more work, but I think that design would need the enemy ai to be able to evaluate paths with boulders are being higher cost but with the enemy being able to break the boulders if there's not faster way. Levels 1 and 2 are good though.

Thanks for playing - again - Colin! Level 3 was a last minute addition with almost no playtesting and the issues you've raised are spot on. Enemies should be able to break through stuff if no path can be found to the base; simply because players can otherwise just place a bunch of rocks/trees in a neat shape around the base and be done with it. We might also add some more restrictions (either via level design or new mechanics) on where stuff can be placed to prevent this sort of play.