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(+2)

Nice concept and execution overall, but the manual parts during battles are tedious and not interesting. I'd rather select a loadout before the battle, not choose upgrade paths for the towers during the battle. Having to aim during level 4 is a dealbreaker for me. Especially since you have 4 towers and can only aim one at a time.

The better way to design Level 4 to incentivize aiming, is to let the towers auto-aim the adds, and if you want you can choose to manually aim the boss. You naturally gain a benefit from micro-ing your single-target tower on the boss, and maybe the single-target tower can have good anti-boss abilities. 

(+1)

Thank you very much for your feedback :)

We appreciate your affirmation, and we are especially grateful for your insights. Regarding the manual shooting mechanism, it indeed needs improvement. In the future, we will consider this experience when designing. As for the fourth level, our perspective aligns with yours, and we plan to prioritize attacking minions, allowing players to manually target the Boss.

All the valuable feedback on other aspects provides us with a great learning experience!

If you have any thoughts or feel there are other problems, please let us know. We hope this game brings you a bit of joy:) 

We are truly appreciative of your feedback!

(+1)

I eagerly await the next edition of the game :) I think with some of the tedious parts removed, grinding through the levels is very satisfying.

Thank you for your response. We've completed some simple updates, including castle upgrades and addressing the issue with auto-aiming locking onto the Boss in the final level.

However, improving the problem with manual aiming requires more time, and we've tried some adjustments that don't feel perfect. :( We are considering exploring other types of games. After completing the next project, it might allow us more time to think about better solutions.

It's our honor to bring joy to you :)