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This may be a prototype but is quite fun even in its current state.

Some of the effects are jankier than others, which isn't unexpected. The game still looks quite good for a prototype. The world is pretty generic, but visually pleasing, and the monster and girl graphics are pretty nice.

I didn't realize I could rotate girls at first. Once I figured that out I started doing quite a bit better.

As a tower defense game, it's pretty conventional, but well implemented. The upgrades really help make the gameplay interesting, especially the Range ones. They definitely require you to plan ahead a bit.

The UX could definitely use some improvement. All the information is there, but most of it is presented in a way that's really hard to understand at a glance. I think the biggest problems are that it's impossible to tell what upgrades a girl has without hovering over and reading their info, and that there's no clear indicator when a wave starts/ends, just the wave counter ticking over. In general it needs more iconography over text, and more elements that jump out and actively grab your attention instead of waiting for you to read them.

I wish you got more cards; it's a very slow drip feed and makes that system feel underemphasized. It's also not clear when/why you get a new card. Is it per wave? Every n waves? On a timer?

The discard/shop system seems like a bandaid solution to the problem of sometimes not getting the right cards and kind of cheapens it. I think having a discard mechanic is good, but it should just give you another card rather than letting you choose a type.

Fifty waves is way, way too long. The game is fun, but starts to get repetitive after ten or so waves. I think with better balancing and tweaks maybe 10-20 waves per level would be enjoyable.

A limit of 6 girls is probably right for the first level, but should increase with later levels, especially if you're going to have a lot of waves.

Probably a bug, but the transform card I got had glitched text.