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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!