I just updated the game and published under new itch page (because I migrated it to my own framework). Spawns should be drawn on top of the player now (and indicated beforehand). Also, I added an “announcement” of where Memories are when the “no memories” mode ends. Feel invited to check it out 🙂👉 https://beetrootpaul.itch.io/avoid-your-past-beetpx
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I just updated the game and published under new itch page (because I migrated it to my own framework). Spawns should be drawn on top of the player now. Also, I added an “announcement” of where Memories are when the “no memories” mode ends. Feel invited to check it out 🙂👉 https://beetrootpaul.itch.io/avoid-your-past-beetpx
Thanks you for the feedback!
Regarding close-to-maximum indication: there is an exclamation mark shown on the robot’s face, but it’s just a static image, no animation, therefore not really visible, I understand. Also, that exclamation mark happens 2 chickens below the max, which means… really low margin of error. So… I get your point and agree 100% 🙂
oh, an interesting point about the “victory” screen 🤔
Regarding things not being obvious: in general, I am aware game lacks in the area. For example, I planned to add an animation of chickens falling down from the robot’s head after overhearing animation ends. Also, wanted to add a “+ 12” score section about chickens on the top of the head, and then that number would get removed in the animated way so you will see that overheating made you lose it (when in contrary, placing chickens in the nest would trigger an animation of the number being added to the score)
Thanks for the feedback!
oh, thanks for the feedback! 💯
I was not thinking about it as hard, because in my head it was like:
- there are way too many chickens falling to catch them all, which means there is no need to catch them all
- so there is no difficulty, just the more you catch the better. Or rather: the only difficulty is to beat your own score in the next play
My decision was only dictated by intention to remove a score ceiling that everyone would hit easily.
But good to know it was not perceived as that by you 🙂👍
Thanks for the feedback!
A countdown at the start would have been nice
a countdown or a need to press a button to start, totally agree!
and it starts out way too difficult.
I see this opinion repeats, so 100%
Plus a way to sell towers would have been appreciated.
hah, it was my deliberate design decision to not grow scope of the project to implement tower selling. I assumed it’s not a big issue if the game is short, so the cost of starting over and building in other places is low 😄 But I see, this is something people expect from the tower defense game and I understand it. I think ability to sell towers would be my first bigger feature to add if I have more time.
Thanks for playing!
Very interesting concept! 💯
I think the music had quite low volume, I hardly heard it.
One nitpick: player’s purple color is different than the one emitted by an orb, therefore I hesitated whether they match to make me invulnerable.