Ah then I'd imagine its some compatibility issues. I didn't make controls for controller type inputs so that's probably another reason why things aren't working as they should (I don't personally have a controller so I don't bother).
Dg-191
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I concur with Ferret, solid art style but gameplay could use refinement. I would suggest having the wave start smaller, you want to ease the player in and get them some Ws before you hand out the Ls. I would also have hit sounds or make the enemies reactive to getting hit. I couldn't tell if my incense was doing anything until they died. I would also add more movement mechanics. Neat entry.
A lot of solid mechanics, I like swapping between the candles for new abilities. I did get stuck at the towers however and when I pressed the pause menu and the game broke. I think it's not executing what it needs to then the player is stuck in ui mode. There's also a bug where the player is moving both pawns when switching as well. Other than that solid game, could be spun into something bigger.
I'll be honest here, I found this to be tedious. I think the collecting materials needs a complete change. The first person mode could be more interesting, maybe give the player weapons and abilities. I did like the jam mechanic and voice acting. I did not like needing to run to the ship to escape especially in the later waves where death is super fast. I do love tower defense games so I hope to see this one be a great one!
I watched it and I was in pain watching LOL you were so close to getting it but yeah I think I see why people can get confused, I should have explained in game that the first domino you place is the one that gets pushed and starts the chain reaction to hit the enemy at the end with the combined damage. Also even after you beat the smolem you got the quest bug, so double pain. Anyway, definitely the camera was not good, it was the first thing I coded and the gameplay quickly evolved past it and never had time to go back to fix it. Thanks for the feedback!
Well made game but the beat timings was just too strict to hit good chains, I could only ever get 3 in a row and I'm sure that was just luck, making the time to hit the beat more lose would be a major benefit (at least for an easy mode). A metronome or a track that's to the beat would help a lot kinda like hi fi rush. Looking at the beat bar trying to time it is counter intuitive to combat so having those audio cues would be nice. Also having the beat bar flash a different color when it's time to hit instead of that bounce animation would also be great at indicating when to hit. An in range/on target attack indicator on the crossair would be helpful too, it's hard to get a good judge if an attack will hit. Lastly, the enemy count at the start is simply too overwhelming, having a cluster of say 2-3 max at the start and going from there would be great at get players used to the combat without the frustration. A well crafted game here just needs those refinements to start flying!









