Really nice game, love the gamplay. Good work! :)
CrazyOreo256
Creator of
Recent community posts
I have to agree that holding down the E key may be irritating if required for longer periods but my intention(and this is just because of my love for snappy controls) was to make the upgrading as quick and smooth as possible. If you just want to upgrade a building quickly just press E-Left click and release E.
"But", I hear you ask , " why have a forge screen in the first place"
Two reasons:
First I intend there to be a way to click onto the turrets without upgrading them to see stats and potential upgrades without committing.
Second I wanted the map to still just feel like a "normal" map with "normal" props and only picking up the Hammer reveals the hidden possibilitys of turrets-from-anything. So basically it's yours for the Game feel and Fantasy, of which I value both highly in videogames.
And lastly I want to thank you for the feedback. I know it may look like I want to disprove your critique because I am the best and hurt by your inability to see the genius in my design.
But no that is of course idiotic. I really liked that you challenged my design and I have to agree that a Toggle for the Hammer would be better. Additionaly you got me thinking about my other more subconscious choices like the forge screen so I was forced to put my intention and reasons into words what helped me to take a new look at my design and the idea behind it.
So at last again=)
Thank you
Well your lucky. The whole first day of development I actually made a game very similar to the cute Frogs-are-everywere game submitted to the Jam , where the main mechanic was that you would turn enemys into weapons, but I scraped that idear evolving it into this TD game on day two. Funny that the original mechanic of turning enemys into weapons didn't even survive. the transition.
The lag is due to a bug where the newly created nanobot glitch into each other causing them to gain a lot of speed, to glitch into more bots and to spin fast around the crosshair. The collision checks from all the glitched bots causes the lag. The map could be more compact I agree.
Thanks for the feedback.
The assets are beautiful, both visual and audio. However, I would try to bring the clock in the corner to the same resolution as well since it is the only element that is out of line. Of course, you would have to find a way to make the time visible anyway.
The only problem I have with the gameplay is the strength of the vertical jumps in relation to the horizontal jumps. Of course there is gravitation to consider with a vertical jump but I find it feels a little too strong, but that's just one opinion out of many.
In any case, it is a wuder nice game keep up the good work.








