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(+1)

This game's spritework is very nice, and the different music indicating my current enemy type is an inspired choice, I don't think I've played another game this jam that's done too many interesting things with the soundtrack so far, I love it!

I don't have too much to critique, but I think the controls of the characters feel a little bit sluggish. I found myself mashing keys to try and move my army around, rather than feeling like I was actually controlling them. The monsters attacking on a consistent rhythm also took a little while for me to figure out, as there's a lot of different mechanics to this game with plenty of moving parts, and it felt pretty overwhelming to try to learn everything all at once. My personal backseat design suggestion would be to maybe make the tutorial its own level, with just one enemy type? The ramp up from level 1 to 2 was also a huge spike in complexity that took a while for my brain to process all at once.

That all said, I think the core concept of the game is super inventive! The strategy of positioning all my units at once forced me to get really creative with my army's positioning, and you could definitely take advantage of this with even stricter level design. With a few more levels, alongside some tweaks to the level balance and overall feel, this could be fleshed out into a full title.

(+2)

Thanks for the tips Barney! We tested a little too late our game and that made it so much harder to balance before the deadline, as most of the problems you pointed out we noticed, but couldn't do anything about it in a short amount of time, but thanks for the ideas for the fixes, the tutorial being one monster only is a great way to introduce our players to the gameplay and then make a slow increase in dificulty by adding monsters. We could surely make use of those fixes when the evaluation period ends! Thank you again for playing the game and for giving us tips!