The player speed being tied to the healthbar accidently resulted in the starting speed being boosted by a lot and it also messed with the dash due to the way I programmed it. The sprites of the player changing originally had to do with the story and was a metaphor but I didn't have time to add that in. I think the most I made it to was wave 5 during playtesting, I didn't realize people would play more than one special wave. Thank you for the feedback!
Cogvix
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Thank you! That comment about the manual shooting is right, I’ll probably fix that in an update later. Pumpkin mode was made to be tedious, as it makes the game technically endless, but I’ll probably add a restart button in the update as the jam theme won’t be on my mind by then. Thank you for the feedback!
Thank you!
I actually was planning on updating it to incorporate those elements and a few other unused ideas in development. For example the carrot enemy was originally meant to be a boss that appeared every 5th wave(Akin to Plants Versus Zombies Garden Warfare), but I didn't have time to properly implement it.
This game had been in my library for a while, but when I played and beat it today I wished I had played the day I downloaded. If I could give a rating it would be 5 stars out of 5. One of the main quality features is the very good artwork featured throughout, and the choices felt like they mattered. I wish the best for the developer and I hope they are successful in their future games.
If you want to see game updates here's my Twitter. https://twitter.com/dead_cough











