Nice dialogue and atmosphere!
AlexTurculet
Creator of
Recent community posts
Thank you for playing our game! We decided to let the enemies pass through walls because they are made of "clouds" and it was easier to implement, but yeah there is room for improvement on their A.I. The bridges are a bit annoying indeed and if we continue the development we are gonna adjust their height for sure.
Thank you for taking the time to play our game and give such an in depth review. We agree the game is a bit difficult, but you're right that we didn't have a great way of testing it. We tested it with a few friends, but most of them are very into the FPS genre, so they probably weren't the best choices.
Our goal way to make the enemies feel swarmy at the start and very strong at the end and I think the levels were built in a way that reflects that. I think the problem comes from the inability to do more damage by hitting headshots, which was a thing we planned but didn't have the time to implement. It's very true that the solid FPS feeling is quite ambitious.
As with the tutorial, we needed a way of displaying a story to the player, but we didn't really know how and just settled on doing it in the tutorial. If we had more time we would've made a separate category for the handbook, which would contain a tutorial page with just the basics, an enemies page, a weapon page and a lore page.
Thanks for trying our game! Regarding your suggestions:
We wanted to make the in between waves a safe place for the player to think about what upgrades to buy and to prepare the holes for the next wave.
The shovel depth has an explaination in the tutorial. We didn't really know where else to put them, since they follow a patern("can dig <attribute> holes").
I think that while a wave counter would be a good idea, it has the potential to make the game too easy. You can just remember the critical waves and buy the necessary upgrades.
We chose to have generous hitboxes, in order to not make the player feel cheated if the character barely misses it.
Glad you enjoyed our game!
I agree, we could've done a better job with the waves. The reason why enemies are introduced at a slow pace towards the end is because they originally didn't exist when the rest of the waves were created. For example, the golems were introduced in the final day of the jam.
We experimented with pressing a button to dig holes, but we weren't sure how unity would handle collisions when 2 objects are placed in the exact same spot(something possible with having to press a button, but pretty much impossible when you have to move the mouse). An early bug where the waves would sometimes end before all of the enemies were defeated(meaning your holes would be erased) made us scrap this.
I agree with the other ideas. Thank you for trying our game and for the suggested ideas!