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(+2)

i like your game quite a lot!

it's simple yet fun.


i do have some minor issues though...

first, there is some lag, especially in later levels with more units. looks to me like the game stops a few frames whenever a unit gets hit, which happens a lot. while i do use a pretty low-end machine, lagging on this kind of game should not happen.

second, there seems to be some minor input delay during snake movement. i already figured out that the snake seems to only accepts inputs the frame it completes the moving to a new square and that seems to be the mayority of the issue. i think a change from checking only on that frame to queueing up an input or maybe even two inputs would make moving the snake feel a lot better.

third, sorting units gets kinda difficult once you hit multiple rows. the menu sometimes collapses whenever i move over the border of a unit portrait. i think they don't quite line up borderless.

...could also be a fullscreen issue. if you press alt+enter in this kind of gamemaker programm, you can make the window fullscreen even if that is not actually intended. i use that a lot and some games show some strange issues only in this forced fullscreen mode, so i thought that may also apply here.

forth, the difficulty scales a bit too steep in the late levels. i mean, i didn't even get that golem to beyond halfway to the exit on the most direct path in 1-3.

i think an upgrade system and maybe the ability to sell units would improve the game quite a bit.

i don't mind if you restrict that to only between floor transitions, but it definitely should be added.



so, with that wall of text out of the way, i say it again, i like your game quite a lot and those issues are only minor.

Thanks for playing! You'll be happy to know that I've fixed all the performance issues in the last build, so please give it another try.

I'll look into the snake input issues, I think I know what you mean.

Agreed on the unit sorting as well, I need to seriously rework that and will likely be adding a new screen to handle that better.

Difficulty scaling is completely changed in the new build (which is harder overall but you now have a lot more powers at your disposal), I hope you find it more enjoyable!

Minion upgrades are on our planned feature list, thank you for the suggestion!

And yes, thank you so much for the wall of text! This kind of feedback is pretty much the most helpful thing we could wish for at this point!

(+2)

i like the added special abilities and items.  makes the game a lot complexer strategiewise and makes me want to take extra risks.

the new enemie types are appreciated as well.

keep up the good work!

...oh, and i had actually found another minor issue in the previous version i had forgotten to mention.  my minions seemed to get confused which item to take when multiple items stacked on the same field. 

if there were lets say five coins and a key as the third item, they would grab the coins that were first in line but not switch to the key.

Thanks, I'll look into that one. There was a bug that would cause a delay in dropping items on death as well, which could cause what you were describing if a minion had just died and dropped it. That will be fixed in a small patch hopefully tonight.