Great job! I think a lot of people struggled with it because the enemy spawners all sent their units at the same time, which was an oversight on my part.
DeagleDryan
Creator of
Recent community posts
Thanks a lot for playing and commenting! It means a lot to us!
This isn't the first game we've made where we flipped the script and swapped the "good" and "evil" sides. Seeing everything from another perspective instantly makes things so much more interesting.
The bug is fixed, but the patch isn't live yet—it was an issue with A-moving units to attack-move them.
Once again, thanks for playing our game!
Thanks a lot for playing our little entry and giving us feedback!
Even after a couple of games, making tutorials is still pretty hard. You know the game so well and every detail makes sense. In the end, it's so hard to imagine what isn't common knowledge in your game and what you actually need to explain!
Thanks again for the kind words!
Interesting idea! The game is easy to pick up and understand, but hard to master (for some reason, I am really bad with looping borders!). The presentation and the music are fitting. The thruster sound effect is a bit too dominant and gets annoying after a while.
I know it's scope creep, but an occasional upgrade would keep me playing longer. I lost all my asteroids pretty fast, and starting over with 0 felt punishing.
Also, I would add an arrow as you get bigger; the ship was so small, and I was not sure where I was pointing in the later stages of the game.
Overall, a great submission! Good job!
Thanks for your in-depth comment on the game! It means a lot that you took so much time to give us feedback on our submission!
- Regarding the art: Orkfaeller already gave you a explanation. As the artist, he's much more qualified than me to answer that!
- Regarding the tutorial: We can all agree that we didn't do a great job here. Our initial reasoning behind this approach was to incorporate a funny character (the goblin as a lickspittle) to help players understand the game. After implementing it, we saw the flaws in this approach. We even placed a sign in the game to help visualize the most critical part as a last second implementation. Redesigning the tutorial any further wasn't possible because it was already late at night with no time left for changes, sadly. In the future, we'll go with more straightforward tutorials with an unskippable window if one is necessary.
- Regarding the mission objective: To be honest, this wasn't on my radar at all, but I agree. A small text box with the objective as a reminder would be easy to implement and is industry standard. It definitely should have been in there.
- Regarding the fullscreen problem: I'd also love a few more details on this because this bug never occurred during testing.
- Regarding the RTS farming: I can totally see where you're coming from. I have the exact same feeling about it. In theory, it sounded really original. However, during the design and programming process, I quickly realized that it felt like Zerg gameplay in StarCraft II. Even though some small tweaks made it a bit better, I never lost the feeling that the idea needed a bit more time in the oven. We're currently discussing internally what changes we could make to further embrace the farming aspect while keeping the RTS core.
Thanks again for your feedback. I can't express how much these kinds of discussions help us refine our skills.
I'm always down for further discussion, and as soon as I have time, I'll gladly take a look at your game to leave some feedback as well—it's the least I can do!
Cheers!
Thanks for playing and leaving feedback! I agree, in hindsight it would have been better to focus a bit more on the tutorial. As the dev, it all makes total sense to me, but seeing how many layers we have, I can completely see why people need more guidance in the beginning.
Thanks again for the comment!
An interesting genre mix I never would have come up with. It works well, and placing tiles while thinking about how to combo them is really fun.
I was not expecting the sound effects to be so grounded, but a music track could definitely enhance the experience.
I kept holding LMB hoping to place multiple bricks in a row, which would have sped up the building process.
Overall, a great entry. Good job!
Oh man what a great game! The combination works and I had a lot more fun that I initialy expected. The track difficulty was ramping up quite steep and it took me a bunch of attempts to get the last track.
Presentation is fitting and i like the style. The music is helping a lot to get into the flow state.
Only other complain would be, that at the end i only rolled over the upgrades and did not try to complete the last track on a better time, because it was not worth it anymore.
Awesome game, good job! (Finished in 33min)
Interesting combination, but I had a hard time playing it. It seems clicking fast is really important, even more so during the defense part. As I was trying to click fast (and stressing my carpal tunnel), I kept accidentally clicking random upgrades. When I lost, I instantly clicked two following buttons and got taken to other menus. I also seem to have missed the purpose of coins because I never saw a shop (probably because I clicked through the menus too fast after the round).
Congratulations on submitting your game in time!
What an amazing experience doing a game jam with your son! Really inspiring, as a father of two myself. The art is charming and the music fits well (the boss music definitely scared me for a second because I was in such a cozy mood!).
It took me a bit to figure it out, but after a while, I got into it.
Overall, great submission! Congrats on finishing and submitting in time!
Congratulation on finishing your game intime! The concept is interesting, but needs a lot more polish. Some things are not explained like looping around with the paddle and, that the ball can be missed. I find its a strange decision to let the player miss the ball. I would zoom out to give the player a bit more time to react and make it mandatory, that the player needs to hit the ball.
The musictrack is so short, that the looping is exhausting.
Also give the player like 3 lives so its not over after one mistake.
Very interesting concept and great mix of the two genres!
The presentation is good and the music and soundeffects were fitting.
The gameplayloop i do really enjoy, but I am not sure i understand why I should have more than one object to scare people. Most of the time the people run outside and then i have to wait for them to come back and scare them with the same object over and over again.
Overall awesome submission, really enjoyed my time!
Thanks for your indepth feedback! The bug with the small island is a new one... did you drag the biscuits to the chest? Other than that i could not reproduce the bug you mentioned.
The thing with buying biscuits for 0 gold was an emergency fix right before the deadline, otherwise people wo be hardstuck. We fixed this in our upcoming patch.
Thanks again for playing!







