Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits) (+1)

Score: 332 cookies after clearing the first level.

Rocket launcher is satisfying to use, sending enemies flying with explosives always heats my blood in a cold weather. I don't know how the milk gauge is filled. It isn't tied to me killing enemies, nor are they related to cookies or time. Maybe it is killing enemies but i simply could not kill them?

Sometimes enemies become invulnerable to my rocket, i don't know why. But when i press space to transform, it looks like i can kill a lot of them (plus moving way too slow in this form), and i don't know why pressing space again will de-transform so soon, and that depleted my whole gauge as well. I guess refund would be great if this was intended.

Then the invulnerable enemies suddenly becomes vulnerable again. did i secretly level up my rocket without knowing it? the game state is not clearly shown nor clearly communicated. Some polishing would make it way more fun to play. Music and SFX would be nice.

It's a nice touch to leave corpses on the ground. However they quickly make it so that i can't see the trees either. In the end i have to be super careful not to bump into trees or i will be hit by enemies. I would suggest dimming them with some transparency shaders, or at least drag these models half way into the ground (even better, do it slowly to pretend it is melting), so they still contribute to that "dead bodies everywhere" vibe, without blocking vital gameplay information. Oh and some snowman corpses are still standing, so i get confused to whether they are dead or not.

Blood on the ground gave really good festive vibe (don't ask me why blood gives festive vibes). I can foresee the blood on ground, together with the corpses, may tax the machine too much in the long run. Luckily i have a dedicated graphics card, so that is not my concern.

Forgot to mention: the cursor is not at all able to be seen, during all that mayhem. From my top-down shooter experience, there are usually 2 ways to fix it. Either you use a super-oversized cursor so it never blends into any gameplay elements, or do add a laser sight (like i always do), so the player can at least trace the laser to find the cursor. Visual contrast is the key here.

The present cannon has good wave-clear abilities. Well done with the balancing. I would say that the cannon cooldown is too long to be comfortable though. It would be better to have a progress indicator for cooldowns that long. A pie-shaped indicator or just a bar near the cursor would be great. A bar on the screen around my peripheral vision is also ok.

(Oh i can see that you took the same theme interpretation as i did. Cheers)