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(+2)

LOVED this game. Won on my second run through with a zombie-build. My thoughts / suggestions in no particular order:

- I also had the menu collapsing on me all the time (Had a bazillion units), and I think it happens when the cursor pass over the corner between four thumbnails, where the rounded corners makes a tiny hole.

- In my very limited experience, mana / boost potions were rarely worth considering while pathing, but treasure chests created really interesting risk vs rewards dilemmas (which made me sad that you can only get one per floor). Maybe have smaller and bigger treasure chests for more variation?

- When I lost my first life on the first run, there was nothing I could do (I had simply fallen below the curve). I couldn't complete the level, so I didn't get any money, so I couldn't improve my deck, so I just lost again and again. Maybe set the difficulty back a couple of stages whenever the player loses a life?

- I had multiple units that had incrementally improving stats, and it was a bit of a chore to mouse over each one to see how far it had improved while rearranging. Maybe those units could have the stat in question displayed in the corner of their thumbnail?

- I have to admit I wasn't a huge fan of the pathing-phase. Primarily because I felt the dexterity challenge didn't mesh all too well with the strategic parts of the game. The fact that you can't see enemy attack range while moving, means I have to remember the entire path before starting to move. With the snake being a bit unresponsive on top of that made it a bit annoying.

- The shop selection being completely random meant I sometimes had few, if any, choices. During the later floors I was so rich I always just bought the most expensive unit available every time. Maybe adjust the selection based on how much money the player has? Or do the snrx thing where you can upgrade the shop itself.

- Two things that didn't feel very intuitive to me: 1). Items reset with each wave, but not items that has been moved by a minion? 2). You don't fail a wave even if you don't get a key, as long as one of your monsters survive?

- It was really frustrating when the key I needed was ON the exit tile :p Don't know if that needs fixing, but...

- The "proc" abilities are a bit hard to work with. It's completely random? In that case, I would personally be more intrigued by "once every 10 sec" or something.

- In later, bigger levels, multiple exits could be interesting.


Great job, look forward to re-visiting!

(+1)

Thanks so much, I'm glad you enjoyed it! Menu collapse issue is top of my priority list, sorry that's such a hassle right now. I agree about the potions, one plan we have soon is to add persistent powerups that heal or boost as long as they're carried (similar to shields), which will be more useful since multiple minions can benefit. We have some exciting ideas for chests as well, stay tuned!

The difficulty curve still needs work for sure. I think once the power-ups are expanded on like I said above, we can use them to give the player some solutions to tricky situations.

Very true about the stat views, I will eventually be adding a minion management screen where you can more easily rearrange them, and will make the stats easier to see at a glance there.

The snake-mode will get some love soon. It definitely needs some tweaking to feel more responsive somehow, and I have some ideas about how to make that stage more interesting as well, with actions you can perform in addition to just drawing the path. I am also exploring different approaches of making more information available there, but I did try it at one point with tower range visible and found it to be too distracting. It's worth another look though.

Great ideas about the shop! One thing I'll definitely be adding is a reroll button with a cost, so that should solve the issue of having money with nothing to spend it on.

Items shouldn't be resetting each wave, although new ones are added. If you don't pick up a potion or coin on the previous wave, it will be there the next wave (and then everything is reset at the next level). I'll keep an eye out on that to make sure there's not a bug somewhere you're seeing with disappearing loot. And yes, as long as 1 minion makes it to the exit, you won't lose a life, but it will advance the wave counter which means more defenders, so you can't do this indefinitely. At one point at least one key was required in order to advance, and I think some text in-game may still reference this, so I'll check that and make sure I'm not confusing people.

There's a bug in the current build where a minion can be killed while they're exiting the stairs and it will leave the key behind there. This will be fixed in a patch update shortly, so hopefully that resolves the stairs key issue you're describing.

The "proc" is exactly that, it happens automatically on an interval. I will revisit this and figure out a way to convey that information better. Probably more clear to say "Every X seconds: Do a thing".

Multiple exits is a cool idea! I also have thought about the idea of dynamic and even hidden exits. I'll play with this at some point in the future.

Thanks so much for playing and for the amazing feedback, it's so helpful! I'll be posting regular updates so check back often!

(+2)

Oooo! Exploration with secrets sounds really interesting! Looking over my comment now, I realize I didn't mention any positives. The last few rounds being more of a victory lap was actually satisfying rather than anti-climactic. Also loved the cute, boxy pixel-monsters, elegant rules and novel idea.

You got yourself a fan who'll buy the game on launch cx