Thanks a lot :)
Raphael O.
Creator of
Recent community posts
Thanks a lot!
We had plenty more thoughts for the game, that we didn't get the time to implement like
- Using scroll wheel to increase / decrease the spotlights size (to pick out large enemies)
- Moving guards with a lantern instead of the stationary lanterns on the map
- Stationary Light towers (placeable)
- Lightblocking obstacles
- Enemies rushing behind cover to hide from the light
And a lot more.
Simple, but nice! But I adore some of the details. The inventory zoom animation is sooo satisfying for some reason and the lighting on the character also really nice. Great work. Obviously more variation and some sort of shop or skill tree would have been nice, but that's an absolutely valid scope for a game jam.
Whaaat? The snipers are absolutely busted haha. One of our devs thought the same way and asked to change something about it, but then he realized they are rather unbalanced than weak. Especially in the third level you really need snipers. I know there's a bug that you don't really pass on to lvl 3 after lvl 2, but repeat the same level. Have you played through level 3 without snipers at all?
Thanks for the feedback though, and thanks for playing!!
I love that you also made a tower defense! Core gameplay loop is fun, but it doesn't feel well balanced. It feels like there are multiple enemy types (or the scaling is indistinguishable) with different HP but I can't tell them apart. With that in mind the trap (e3) is rather expensive for a one time use.
The poison damage is also interesting as it forces you to place towers in the front rather than at choke points (except for the e2 towers obv), but enemies are way too fast that it would matter.
With a simple 4 directional TD like this I could also imagine the towers being placed automatically facing the direction of the closest path with the option to manually adjust afterwards.
The standard tower could also be uniquely useful if it shot a piercing projectile, so it'd be much better at corners (which was my first thought).
There's obviously lots of potential here and lots to improve. I could expand on this list on and on. Let me know if you're even interested :)
Looking into it right now, while I'm at it, feel free to check ours as well ^^ https://justdezt.itch.io/nightwatch
Thanks a lot! We're very surprised to see how many people would like this project to continue 😍
Yup the restart is kinda buggy, we were aware of that haha. When you lose and restart you also start the level with 0 paintings left.
And dang that level 2 bug really bugs (hah) me out now. This happened to me when playtesting and I wasn't sure whether it was me or the game. Had played the game so often at that point I couldn't remember whether I played lvl 1 or 2 before haha. That makes much more sense now.
Thanks for the feedback and we'll see where it goes :)
I really have to wonder how I found this game in "Unrated Entries". What a gem!
Super polished, very satisfying and so simple. I love the skill tree and tbh the game doesn't even need the skill tree to be fun.
Soundscape is pleasant, didn't have to change a thing about the settings. Controls are intuitive, gameplay is direct and well telegraphed, didn't need a tutorial at all.
And the art style obviously looks great as well.
One small thing that could be improved on is navigating the skill tree. The sensitivity feels very low when moving around :)
Glad you liked it!
I imagined the menu spotlight to be from the side (as it is in game), but we ended up implementing it like this. Good to hear it's cool either way!
The boss is fairly difficult! The sniper really is the unbalanced and unreliable tower (most damage by a lot). You'll need a couple of those to beat the boss. Typical winning strategy for TD basically. Either cover the end with lots of AoE towers or a point where everything comes together. I believe it's the center of the map on level 3. About 3-4 cannons should suffice. A cpl standard towers and then just spam snipers haha
What a refreshing concept! I love it!
Honestly I was a tad confused with the tutorial and some of the interaction. Since the other crayons are outlined white I thought I could pick them up as well somehow and thought that was relevant to paint in a specific color (colors used in the preview of each level) and I was stumped that I couldn't click on the play and restart buttons until I understood the essence of the game. Could use a bit of polishing here and there with the tutorial, but other than that absolutely lovely.
The concept is kinda nice. I could see it being fleshed out as like a Roguelike where you get the option to steal one trait from an enemy.
Slight issue I ran into with the boss is that if you don't jump on the platforms on the left and right side you are basically instantly dead, because you are cornered.
Fun idea. The staying awake part and cigarette are also nice implementations of a ticking clock. I like!
One thing that was rather annoying to me was making out the precise area of the hand that makes up the pointer. I had to click multiple times on targets. If the cursor was the whole index finger tip, that would help a lot! I wonder how no one else had this issue :o
We were just an inch away from calling our game the exact same haha, good thing we didn't :)
You seem to have the same problem some people have run into... Depending on screen res you see more or less of the intended play area. On my 4k monitor I can see beyond the play area.
Besides what others have mentioned, one thing that stood out to me was that there's no indication whatsoever my character is reloading. On the first encounter I was suddenly standing in the enemy and was confused why they wouldn't die. Little UI or sound effect would really help.
Would certainly play again with those (and sound and self damage) fixed :)
Very well done! One of the more polished experiences from what I played. I'd have preferred a less repetitive gameplay over that massive skill tree though.
Few things that bothered me :)
- Coin and Mana UI is covered by the skill tree window, so I can't see what I'm working with
- The cursor feels irregularly positioned on the individual pieces. Always at the very bottom or so would be grand.
Certainly interesting combination of mechanics here. Obviously in need of a lot of polishing to really feel good. It took until after the tutorial that I really understood what the game loop is and that I have a health bar. The letters on the enemies are barely visible (low contrast and too thick). With the tutorial I was wondering "Well why don't I just steal all of them?".
Overall reminds me heavily of Glyphica, but in 3D. I like :)
I see, I see :) You should definitely tune down that effect. With some phrases I really have to make an effort to read anything at all as they phase into each other. Especially with the background wobble effect layering on top of the UI.
For some reason can't attach an image, but I'm playing on a 4k monitor in fullscreen. When I make the window smaller it works out fine. So definitely screen res dependendant. Make it relative maybe?
Ah I see. As a gamer I obviously try to test limits haha. Didn't find any so it felt pointless, because I can just max out every time and don't have to think / apply any skill. That's what I mean by pointless. There's no challenge, skill or things I have to watch out for.
Edit: Reading the other comments I might have actually broken the game smh. I successfully took more than 300000 each time and they were always "Great, here you go, have a nice day" and on the end day screen there was no problem either.



