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(+1)

I like the idea and the art is fun. When I first played the game I had very little idea what to do - and reading the initial description only helped over so slightly. I had to go read the full description to figure out that the number under the people in the bottom was their wallets, and that they were the customers that you'd send down the road to destroy the towers - and that turning those customers into knights and rangers etc. gave you their money (and if they're short you pay the rest).

After I learned that, the game became very easy. So easy that I could probably never lose because there didn't seem to be an increase in difficulty over time.

And without reading the game description I'd probably never have guessed that the lose condition was getting too many towers present.

There were some conflicting mechanics though. The passive sales seemed to work against you - it cost me time and at best it'd get me slightly more money than just buying the weapon that was currently closest to their wallet's contents - and at worst it'd make me break even but with a "loan" from the customer while delaying their aid with tower-weeding and keeping new customers from coming in.

Also, constantly clicking back and forth was a bit hard on my wrists and seemed unnecessary. I'd have appreciated if we could at least press 1 through 7 to select customers.

Screenshots from my playthrough: https://imgur.com/a/GrmuiD3

Thank you for the specific feedback!  You're totally right about the state of the game currently, and we're working on changes to it and making the game more difficult but also more clear about what's happening on screen.  Right now there totally is no reason to wait to try and gain gold for passive sales versus selling the customer the item they can afford most, but im looking to introduce some changes that will make waiting to sell to customers more enticing.  The system was implemented for the jam, but I thought 48 hours was longer than it was and ran out of time before putting in a real reason to engage with it vs spamming units.  


I'm going to look into adjusting the controls to make them less stressful on wrists too.  Your 1-7 number key is a great idea, but in addition do you think moving the selling buttons would help for mouse players?  For example they'd pop up over the selected customer so you only had to move the mouse up rather than all the way to the left of the screen and back?

Thanks again for taking the time to play and provide feedback for us to help make the game better!

(4 edits) (+1)

For mouse-only players, I'd guess it's about minimizing precise movement and number of clicks. Since you plan on tweaking the gameplay as well, it's hard to give suggestions. Right now the issue is that you have to constantly alter between two clicks at different positions to make what's effectively only a timing decision. E.g. with current gameplay and balance it'd be optimal to have a default unit and just clicking the customers to equip/send them with the current default - and then for the rarer non-default send, either have a button to configure a specific type for that unit (with that button being a single click for both "select equipment type" and "send them with it") or having small radio-like buttons over every customer visual at all times.

But with different incentives and balancing and features that'll change. The fact that you ideally want one click with minimal "precise"/strained movement for every single player decision never changes though

These are very great suggestions, thank you for taking the time to share them with us!