Yeah, the Midwest suck™
Mountains are cool though
Thanks for playing!
The visuals were created via custom lighting in the Unity Shader Graph. There's a spot light attached to the camera that uses asymptotic smoothing to slowly reveal the environment as you move/look around.
A cool little single-player dice game!
I definitely didn't understand the first time through and failed. The next time through I understood the mechanics and goals, but it still wasn't until the last turn that I was able to actually pull it off!
Well balanced to create tension!
I like the choices, it's an interesting idea to have the context and narrative be up to the player.
If you were to add other mechanisms or narrative components, those choices could take on further meaning.
I like the aesthetic, it reminds me of those ipod commercials from the wayback!
It is difficult to determine where the collisions occur, and there's a bug in the end screen (if you're holding the button when you fail, the character continues attacking and the score keeps going up).
Love the animation on the arm, really sense the catharsis in it!
I did often find myself missing the targets by a pixel or so, I've found either enlarging the collider on the target or using a spherecast (instead of raycast) can help with this issue
I like the idea of having the towers have different attack patterns!
After a few waves, the enemies were moving too fast for any of my towers to hit them, as they always seemed to shoot at where the enemy was instead of where there are going to be...
Around level 15-20 or so, the enemies started phasing through walls on level start.
Also, the square collider for the player made it easy to clip corners and stop moving, switching to a circle collider may help with this issue?
I quite like the music!
I did find it difficult to fight the enemies, as they quickly close the distance to you and you need to move towards them to fire. You can easily find yourself without an option to fight back.
An engaging core loop and nice overall design!
The effects were sometimes confusing; my fire rate would go up, I would pick up another chest, it would go down again. Conveying the events and their effects could go a long way towards fixing this?
I like the art style and music!
I found it was pretty easy to stay at the edge and just wrap to the other side when I hit a platform, trying out different rules could help create more challenge?
I like the idea of having different spells be specific to the different enemy types, but I am having a difficult time telling the enemies apart. It doesn't help that they can move through walls...
A fun little game! I'm a little confused about the non-blue squares are, I saw that they increased the bar at the bottom, but beyond that I'm not sure.
Something to consider, it is likely that the player will eventually lose as the time it takes to get to the next location is less than the time gained, which feels pretty disconnected from the actions of the player. Adding some complexity (obstacles to dodge/navigate, etc.) which requires player skill to overcome could help the player feel ownership of their score.
I like how it naturally gets more tense as more zombies pile up in the middle. It might make for a cleaner experience to have them steer away from each other, but this is awesome for 2 hours of work!
The animation and monster design are amazing!
Movements were fluid and hits felt impactful due to good SFX and the brief white flash.
The only thing I can comment on is that "leaving the edge of the screen" to transition to the next area is difficult with the mouse control, you have to move the cursor outside the window to get the character to actually cross the threshold. Just moving the trigger back a short distance would help with this.
I quite like the squash on the projectile as you pull it back, good feedback! I also like the SFX of projectile hit and enemy death.
The aesthetic brought back memories of an windows computer, which is always a trip!
I especially liked the effect of the cell wall rotating and warping, very nice!
Unfortunately, I don't have other players to test with, but I like the idea of multiple brains fighting for control. Also, I tried playing a 2 player match and the unused colors still appeared in the game. Also, the game itself froze once the match ended. Perhaps it was trying to get rid of a player who didn't exist?