Great idea, but no mater what I do my guys still get killed in two shots. I am not sure what I am doing wrong, and why sometimes one of my guys moves way faster or slower.
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Reverse defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #4 | 4.077 | 4.077 |
Innovation | #7 | 3.308 | 3.308 |
Audio | #7 | 3.308 | 3.308 |
Graphics | #7 | 3.769 | 3.769 |
Overall | #8 | 3.354 | 3.354 |
Gameplay | #14 | 2.308 | 2.308 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The concept is really cool, I've been enjoying so far
It's unfortunate that it's still a bit buggy (game soft locking after a wave randomly), I know you're aware of the bugs though, we shared our struggle on discord haha
Bugs aside, it looks hard also, but balancing is part of the things we would have needed more time for (I know about it, same issue on my game)
It could be really interesting with a few more options like selling items / units, an additional way of earning money
I'd love to play it complete, do you plan on releasing an update by any chance?
Well done!
I tried ~10 times and I couldn’t get past 5th wave. Not because I lose but because I’m probably very unlucky and the game soft-locks itself somewhere around the waves 3-5.
The idea is quite good for the theme! I like that there is some depth to the game. I tried the strategy where I made my front units slower by adding more armor to them while trying to make the rear/back units faster. This way, they could gather together about the time towers start to attack them and maybe have better chances of getting through. But honestly, it didn’t work well. :D
Some feedback that I tried to organize into categories.
UX:
- it’s not clear how much weight can we use before making the unit slower
Weird things:
- sometimes the game starts with 2 enemy towers, it feels too hard
- and then I got a wave 1 with 0 towers and everyone got in :D
- some items have identical stats, but different names (rare pants vs magic pants, etc.)
- it’s easy to override the item slot with something on accident and you can’t get the original item back
Bugs:
- bought a knight and got to -3 gold
- at the wave 4, I lost everyone but the game didn’t register it (1)
- the music stopped played around the 3rd wave
- having a negative weight on a unit is funny
(1) OK, I get it now; sometimes the monster runs to the left and goes off-screen. Nobody can kill it, neither does it reach the door. The game soft-locks.
For your style of games where you tend to put the focus on upgrading and managing resources, this idea definitely has a lot of potential. There are big questions surrounding how to manage so many units and how to group them, decide the order they come out, etc, but it could really be a killer concept.
I also didn't manage to complete my game, so I feel your pain, but if you decide to keep going and develop the concept further, I'd definitely look forward to that!
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