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(+3)

Solid little game! Fun intro comic, and I thought the idea of “Forging” your weapon through food was pretty cool! That little song when you die is also really fun!

One thought I had was, I’m not entirely sold on the turrets. They don’t really seem to be that much more powerful than the hand held version, and the turrets are very quickly brought down. Given the “cost” to build them, I feel they should have either hit harder, or lasted a bit longer.

I also think there was an issue with firing weapons when against a wall. There was a point I noticed I wasn’t firing anything while I was strafing against a wall. I think the issue might have been that, the placement of the bullet, when it spawned, put its hitbox right against the wall’s collision area and, so, the bullet immediately despawned because it thought it hit the wall. Maybe this could be fixed by spawning the bullets a little ahead of the player in the direction they were pointing.

I also noticed that there was no (visible) wall on the right side of the play area. It didn’t effect the game, really, but it had that “invisible wall” feel, where it looked like there was more space that I was being artificially blocked from running towards.

I thought this was a great game and, again, I really dug that death song!! If you’re interested, I played this game during a stream

(+1)

Many thanks in order here obsidian. For playing, for streaming, and for the deep, candid, insightful feedback!

Agree with you on the turrets! There were plans to provide for upgrading them (like towers in typical tower def games, but it was beyond our manageable scope this game. We also faced dilemma with how to "scale" the game, and went with the easiest way out (increasing the qty of mobs). Some of our initial ideas included increasing health and dmg of the mobs, while providing the opportunity for player to "spend" resources at each wave completion to buy upgrades to counterbalance the difficulty increase.

Good catch on the weapons near the wall! You rightly mentioned that it was a problem with collision Area2D. Will definitely try the leading spawn tip the next time we have projectiles!

We wanted to give a infinite room feel, as the enemies can sometimes spawn far away enough that they might be outside of a wall, but a visual marker of the wall limit would indeed be better. Maybe even a line will help. 

Definitely will be checking out the recorded stream, and please continue your good work of streaming and helping games improve!