Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dragon's Isle Software

655
Posts
1
Topics
34
Followers
26
Following
A member registered Nov 29, 2021 · View creator page →

Creator of

Recent community posts

This jam is all about providing feedback. If you are playing any of the games, please leave a comment with some feedback. Ratings can help give a feel for how people view the current state of your project, but comments can be far more useful.

Let them know what you liked or didn't like. Maybe suggest something you think would make the game better. Mention any bugs you ran into.

As mentioned on the jam page, those who submitted are expected to play and leave feedback on at least some of the other submissions. You don't need to play every game, or be overly detailed. Just spend a little time and help out your fellow devs with some basic feedback, in exchange for them doing the same.

I like the direction you are going with this. The way it plays now matches my expectations from the description much better than it had before.

I really like the new character art. The character has personality now and feels more like a person instead of a blank doll. The clothing art is also looking great. Each piece of clothing feels different and distinct, both because of how they look and because of their abilities. It felt good deciding how I wanted to dress up my character between what abilities I wanted and what look I wanted. It think it would be fun if you could rotate your character to see the back and sides of them as well as the front, though fully understand that that would a fair bit more art for each piece.

The abilities felt much clearer to me. I was able to tell what abilities I had already used at a glance, and what abilities were currently active. I liked that you could activate certain abilities, but only counted as being used if you actually need it, such as the shield. It made me feel better using the abilities because I worried less about wasting them. The abilities also felt good, with some similarities but enough differences to make each feel distinct.

I definitely liked the shop. It felt good knowing that if I did well in the dungeon, I would be able to pick up something, instead of leaving it completely to chance. It also showed off the different clothing options you had, which was fun to see. I’d love to see the shop expanded more, with new clothing options as you continued. A little more contrast between what you can and can’t buy might be nice; I didn’t acknowledge the color change of the prices at first, though I did appreciate that you included it when I did.

You may want to add a note in the tutorial about being able to see the number of different cards still hidden on the side. It can be easy to miss if you don’t think to pay much attention to it.

The changes to the shuffle added a new level of strategy that I liked. Only revealing some of the cards, instead of all of them, made me feel like I had to take a few more risks, which fit the dungeon crawl feel. It also meant I had to pay more attention to the monsters, instead of just the coins and hearts, which made me feel more engaged with the dungeon as a whole.

I like what you did with this update and think your game is moving in the right direction.

I had enough experience to recognize problems, and discuss them with my family, but these were intro courses meant for beginners who generally wouldn't know. Teaching bad habits to beginners who may carry them on for years to come is problematic. We did leave feedback pointing out the problems we saw, and that was several years ago now, so I don't know how things have changed. Hearing that you also notice problems that need to be ignored makes me think they have not taken such feedback to heart. The poor intro classes teaching beginners bad habits was enough that I don't want to support them at all, even if I personally could filter the info.

I've heard of GameDev.tv before, though we have not done any of their courses. We will check them out to see if anything is interesting, thanks. We mainly used the courses as a way to learn the basics. We have several dev YouTube channels we watch sometimes when they have tips, but mostly we learn by running into a problem and looking for a solution, or thinking of something we'd like to do and searching for info on it. Sitting and doing a full course is not our preferred learning style, and generally only for something new where we need a foundation to build on. Blender is something we are still only dabbling as we mostly do 2D currently, so those courses may be worth a look when we are ready for more in-depth 3D modelling, thanks for the tip.

The background feels a bit too bright. I like the colorful look, but think it could use with being toned down slightly.

Overall, it felt like a decent snake game. The snake leaving a trail is neat, but it also made it difficult to be certain where the end of the snake was. It would help if you change the color of the trail a bit or did something else to give a bit more of a hard defining of where the snake ends.

It would also be nice if the game scaled up to better fill the browser window.

The base gameplay seems decent, however I experienced a lot of lag. It felt like whenever the game board was being updated there would be a noticeable delay, often followed by losing, as a bunch of movement and board changes all took place. Sometimes everything would be OK, then I'd simply lose and never see the void spot that did it. Optimizing the board update would be my top priority. With the lag it is hard to really give much more feedback on the gameplay.

It would be nice if the game over screen included your current coin total, so you know if it is time to hit the shop.

(1 edit)

I played on highest quality settings. I did not experience any noticeable stutters or lag.

The first thing that stood out was the flickering. I think the flickering background on the title screen is a bit fast. It could also be problematic for people with epilepsy. My partner chose High to start and it was more faint and did not feel so bad.

The mouse is also flickering between a normal cursor and the hand cursor to start. It looks like the semi-transparent bars are supposed to slide over when the mouse is over them, but they just rapidly move back and for the causing the mouse to flicker. When I changed focus to write these notes, and moused over them, they did fully slide over. When I click back into the game window, they do back to flickering.

You’ve got a lot of settings. It would be nice if the Settings area was taller so more fit on the screen at a time. It looks like all the main menu options are the same height, and most could benefit from the extra space. Clicking Play pulls up selecting a save slot, which is taller. You could still use more space above, but even that much more space would be nice.

I like the inclusion of a changelog in game.

I like your intro having skip, continue, the keyboard inputs to advance, and the pagination indicators.

The starting tutorial is pretty nice, though the location it tells you to place the source is under a side window, so maybe start that closed, or instruct the player to do so. It would also be nice if you pointed out that the numbers you are pressing relate to things that are mostly under the tutorial. The popup notifications at the bottom left are good at letting you know what is happening.

After placing the Research Center it did not have enough power. While looking into it I got multiple pop up messages in a row, with the 3rd being about the research. There was too much information all at once as I was trying to fix the power issue.

Many of the names in the research tree are too long to fit. It would be nice if the images were made larger and the text was given 2 lines to make it more readable

After selecting the research the tutorial then told me to place more power. I think it would be better if you had this before opening the research tree, since the lack of power made me think I’d done something wrong and I started by placing more power myself before getting into the tree. I may have missed a step, but it mentions needing to use the market to sell, but does not make it clear how to reconnect the market. I ended up moving the research and putting a market at the end of the existing belts.

Right click deselects placing something, but does not deselect a placed item. I had to press escape to deselect, which on web also exits fullscreen. The selected item info box often feels like it is in the way, and I need to move the camera around to see things, but some of the popups also seem to be under it, such as if clicking on one of the build buttons, instead of using the keyboard.

If you click to buy something, and you can’t afford an option, it does not update when you can afford it, unless you click the button to open it again.

Overall, it looks really good. I like the graphical art and think it works for the game. The background music does get a bit repetitive. The UI could use some polish, especially with things overlapping, but otherwise it feels like a very nice game.

Buttons for web can be tough, and is often personal preference. Tab could work if you didn't have controls that make sense to navigate with tab. Depending on the game I've seen a number of options. Q, backslash, and backspace (though with web that can be a bad one if they lose focus) are fairly common. Left quote/back tick is also a decent choice being so close to Escape. We will often leave Escape as an option, along with a secondary non-escape key.

This is an interesting take on chess. I like the idea behind it, though there are a lot of concepts to learn. During gameplay some of the mechanics didn't feel good. Such as jumping an enemy and it doing nothing, but then they can jump yours to take it. I'm thinking it may have been due to how many pieces were nearby, but it could use with clarifying how that works. Is it the 4 base directions, or does it include diagonals. Is it just one piece touching, or does it need more than one.

The cavalry only being able to jump to alternating rows feels very limiting for them. I was trying to reposition one and realized this limit prevented them from moving where I wanted. It does add some strategy, but made me want to use them less. Their ability to chain jumps does add some power to them, and I was caught off-guard several times by the enemy chaining them.

It appears that the archers may only have 3 shots. I'm not seeing that in the tutorial.

The tutorial helps, but there is so much that it takes several times playing and going back to look at it. I think a more interactive tutorial, such as a preset game board with you guiding the player with instructions and having them try things out, would be helpful. I think some key things to show would be when doing the same thing has different results, such as jumping sometimes taking a piece.

I'm not a fan of the really tall layout and needing to scroll to see pieces, especially when the enemy is moving off-screen. I know the move is listed at the top, but that is small and hard to read. If an enemy is moving off screen, the screen should move to focus on them so you can clearly see the move, then move back to where it was. When I first opened it, the window was too narrow for the interactive tutorial, and I had to widen it to see all the buttons. After I started the main game, I made the window very narrow and tall so I could see the entire board all at once. A zoom option would be nice.

It is nice that you support multiple languages for most of the game, though much of the top UI on the starting page is not translated.

(1 edit)

First thing that stood out is that there is only a Windows download. GWJ requires your submissions be playable on Windows, macOS, and Linux, either with downloads for each, or a web export. We are on Linux, so I had to play this with Wine. It did start up and seemed to play fine.

It would be nice if there were some instructions, especially the controls, even if just on the game page. I found WASD worked for movement, with left mouse to use the currently selected item, E when it comes up to interact with furniture, and 1-3 to select a slot. I'm not sure if I missed any others, especially any that may only activate under certain circumstances. It started in full screen, and I tried to switch out of it, though none of the key combos I tried worked.

The gameplay worked decent, though it was certainly on the harder side, especially depending on what your random unlimited item was. The enemies firing things that fly through the walls to hit you, and have a fairly long life, being in the first room, felt like a bit much. I'd tone down the early enemies to give the player time to learn the controls and get used to it, even if you just give a few rooms before crazy big projectiles flying all over the place and limited space for you to evade them.

I found that the first room randomly selected 2 pieces of furniture to be interactable. If it was a shelf, I would get an item. If it was a desk I would get the same sound as a chest, but no item popped up.

The bright white flash when getting an item is way too bright. It was very unpleasant, and limited how long I played. In a dim room it would be even worse, and there are people with health issues that it could be very problematic for. If you keep it in, you should add a warning about bright flashing lights.

The graphics and audio were good. The base gameplay works well. This has plenty of potential.

Thanks for playing and the feedback. Glad you had fun.

We are working on a small post-jam update to improve the UI a bit and do some playbalancing. We are not currently planning to develop it further, as we currently have 2 other large projects actively being developed, and another getting some updates. Eventually we will make our way back to tower defense, and either continue this one or make  something new.

Thanks for playing and the feedback.

Glad it worked for you on the phone. We did not have as much time polishing the mobile experience.

We are planning to do some rebalancing and add a difficulty option for easy or normal, to accommodate those who want a greater challenge, and those who like it being on the easier side.

With GWJ's strong push for accessibility, we try to accommodate as many input types as we can. Even our games before joining GWJ we tried to be accessible, so it was a good fit for us.

I have to admit, mobile is often the last tested, which is why I missed adding a drag and drop mode for it, and had to settle last minute for throwing in some notes about how it worked when I realized it was not intuitive. I did mange one fix for it before submissions closed. By default, as soon as you click/touch the tower in placement mode, it would place the tower. With mobile, if you tried to click on the tower to drag it from the start position, it would instead place it there, which was not ideal. It got an update to require movement before placing.

Thanks for playing, the feedback, and the kind words.

Balancing is certainly tough. We enjoy Tower Defense games, so initially had it much harder. In prep for the jam we dropped it down, including removing alternate paths for enemies to come from, and went a little too far. I do want to work on adding difficulty settings into more of our games, but I always end up putting it off, wanting more to be in place first, and running out of time for jams. Eventually we want our jam games to have a normal difficulty for people who play that style, and an easy mode for those who don't.

Thanks for playing and the feedback. Glad to see some people getting the reference!

With the current waves, yeah, cramming everything at the start is a good strategy. We are doing some rebalancing, including additional entry points, that will add a bit more strategy and challenge. 

I like the idea of adding info on the coming waves, beyond just for the boss on the last wave. We already had a comment about being frustrated by the long range firing enemies, so were thinking about something for them, but maybe we update the text for each wave to mention any new enemies in that wave.

This was a neat little clicker/physics game. I wasn't sure about the concept just from reading it, but once in game it was pretty easy to understand. It felt like a good progression of difficulty. The shapes were simple, but clear. The SFX and music worked well. This was a good jam game.

Thanks for playing and the feedback.

The number of resources were due to the theme. They were meant to represent all the random junk from around town that was being used to create the towers and upgrades. We had planned to expand on it by including some crafting elements where you actually used them to either build the towers, or research them, but none of what we came up with, that we could do during the jam, felt like it would make the game better. It felt like shoehorning in the crafting and would slow down/interrupt the gameplay, making it less fun overall by trying to force the theme in. In the end, we favored making a more fun game and went with typical tower defense gameplay, with the theme being mainly in the setting, story, and types of resources used. For us, making the game more fun was a higher priority than a high theme score.

Thanks for playing and the feedback.

We need to revisit our settings screen. Not all of them are designed in a way that works while the game is active. We've had enough comments asking about it in various jams that we need to make changes so more of them are available from pause. We added the Game Speed slider to the pause screen on one of our other games, and liked it so much that it is now something we plan to do for any game where it doesn't break the gameplay.

One of the shooting enemies has a longer range than most towers. You need to use the longer range towers, such as the starting catapult, to deal with them. We will see if we can better convey this to the player.

We need to rebalance everything, and make upgrading feel more worth the cost.

We had plans for the resources that didn't make it in, so the current number is excessive for the gameplay. I also wanted to add some UI elements to help with them that did not make it in in time. In the post-jam update you will only start to see new resources once you have some of them. We also plan to do some highlighting to draw the eye to the right resources when placing a tower.

The Shield Tower takes the damage instead of any protected towers, as long as the shield is active. Once it takes enough damage the shield goes down, but it also regenerates over time. Repair Towers repair/heal other towers in range that have already been damaged. One is preventative, while the other is reactive.

Thanks for playing. the feedback, and the kind words.

We had fun making it. And yeah, the resources were meant for things we didn't get to implement, and should have been trimmed again before the jam.

Thanks. We will check it out. I've dabbled in game dev since I was teen and taught myself programming from books with CDs containing compilers and code, but my main job was web dev for almost 20 years. It's been fun, but challenging, trying to make the dream of doing game dev for a living come true.

Selling classes/tutorials can be hard these days with so much free on YouTube. We got a set of Zenva classes from a Humble Bundle and hated them. I got them to start teaching my kids, but kept having to stop them and point out things that were wrong, or terrible advice. Then we went onto YouTube and found several free courses that were much better. We did purchase some paid content from some creators after the free courses, but it is a full time job putting out enough free content to get that following, and from the comments I've heard them make, its not doing as well these days. And, of course, you have to keep updating the content as things change.

I agree that you shouldn't try to make the perfect game for everyone, but for a jam it does help to favor a being a bit easier/more accessible, to allow more people to be able to at least play the first few minutes to rate. We start by making the game we want, then try to find a good balance of difficulty. We often fail and end up too easy, but after the jam we can always continue working on it. For us, the jams are all about the feedback, and experimenting with things we might not otherwise get to do. Ratings are nice, but we often find there are a few really good comments that are worth more than everything else in helping us make better games.

As for the number of ratings, wow this jam has been great for us. We normally don't get close to 20 ratings in a GWJ until the end of the week, and go rate more games in hopes of staying above the median. This jam has been far more active early on than we recall any of the previous ones we've been in. I don't know how Itch's system works, but I do think that your past activity may have something to do with how you are positioned in the default listings. We've done several GWJs now and a number of other jams, and we are very active in rating and commenting in them, so I think that has helped a lot compared to our first where we were wondering what we were doing wrong, but had not accumulated any of what I will call global karma. This is just my guess, mind you. Also, there is a bit of "karma" in doing the same jam multiple times and having other jammers recognize you and want to play your games. We also play, rate, and comment on as many games as we can. Good comments on their submission can do a lot to encourage some people play your game. For GWJ our normal goal is to do at least 40 before switching to only reciprocating for those who rate and comment on ours. It also helps to play a bunch the first day or two so people have time to fit playing your game into their schedule. After the first day, you may want to sort by Karma, and play the higher rated ones, as those are the people actively rating other games. Still, we only expect about half of the ones we rate to reciprocate, based on past experience. 

Shaders can be fun and create awesome effects, but I'm just a beginner with them. I did start coding with C, so at least the syntax isn't a problem for me, but there's lot in there I'm not as familiar with, and have to look up, that I tend to keep them simple for now.

It is awesome how much code and process you share. I'm starting to read through your devlogs, and they are very interesting. I'll have the kids read through them later as well. We will likely take some inspiration from some of this in the future.

For your Message Terminal, if you are using Modulate for the color change, it is ignored when you use a Shader. I don't think I've done a Shader on text before, so I'm not sure how it affects the Font Color, but I'd look there if you come back to this.

We thought about requiring clicking to collect, but didn't get to it. If we took this one further, in addition to increasing the difficulty, we would probably add click to collect, and a tower that could be placed to auto-collect. We want to balance the difficulty so that you feel like you need to be placing or upgrading towers during the wave.

Thanks for all your thought on this.

We did have multiple entry points in the original map, but dropped it to one to simplify the game for non-TD players in the jam. In a full TD we would have it.

(1 edit)

Thanks for playing and the feedback.

We had wanted to add some additional crafting elements with the various resources, but the ideas didn't work out into anything fun. We scrapped the crafting, but never got around to reducing the resources further. Originally there were more and we already had a pass at reducing the number.

Yeah, our last rebalance dropped the difficulty too much. We are trying to find the right balance of challenge and complexity for a jam submission, and favored too easy. 

Thanks, I'll take a look at them when I get a chance.

The background not moving with the player would make sense for why I felt things were off when I tried using it for getting my bearings. If you'd like, our last game Salvage Hunter, was a space shooter, and here's how we did the background. We did a multi-layered Parallax background, with objects on each being a different size, and moving at a different speed, to simulate distance. We had a mixture of stars and clouds/nebulae. We also had a setting where the player could adjust the alpha of each layer, if it was too distracting, and started at 70%. The background was moving a bit even when the player was not, though the game was a side-scroller, so there was an implied always moving to it. For something like this, I personally would still give the background some movement, but much more subtle than we did for the side-scroller. When the player moved, we adjusted the background position in relation to the player's movement, but only a small amount (1/100th the player's movement), and for each layer it was multiplied by the Scroll Scale to keep that layer feeling like it was the proper distance. Here's the code we used in the Background class.

func _physics_process(_delta: float) -> void:
     var player_velocity := Vector2.ZERO
     if is_instance_valid(player):
         player_velocity = player.velocity
     var adjusted_player_velocity = player_velocity / 100.0
     for child in get_children():
         if child is Parallax2D:
             child.scroll_offset -= (adjusted_player_velocity + scroll_base) * child.scroll_scale
(1 edit)

I enjoyed playing through this. It worked well. The gameplay was simple and easy to understand. There was some randomness to it, but it was largely logic and calculating what was best for the greater good. I really like that you put the notice at the start about how players can't save everyone. It helps to put the player in the right mindset, and let those who can't handle losing anyone decide if they are up for playing it. The story and gameplay worked well together and fit a post-apocalyptic setting. There was a bit of a disconnect in being post-apocalyptic survival, but also fairly causal gameplay.

I was able to get through the 6 weeks. It would be nice if you added some stats to the end screen. At least the final totals, but possibly a graph showing the totals over time. I restarted it to verify some things, and noticed that the options are the same on a second playthrough. Adding some variety would be nice for replayability, though I acknowledge that balancing such to ensure the player can always win is much harder with random events.

We do these jams for feedback and to improve our own skills, especially when experimenting. We totally understand running out of time and having bugs or missing features you didn't get to.

After doing several Wild Jams, with their strong push for accessibility, we've developed  and refined some core systems for making things accessible, and try to plan for it from the start. Sometimes it can be a limiting factor on our design choices (such as trying to make the UI work for keyboard, controller, and touch), but thinking about it from the start lets us make the choice for where we want to go, and which we intend to include. Our first GWJ submission was not accessible at all, and we spent the week afterward developing a lot of the core accessibility systems you see in our games now. Each game we bring them into, and jam we participate in, they get refined a bit based on what we've learned.

And yes, it is good to submit what you have and get feedback, rather than give up. No matter how bad it is, you can learn from it and work to do better the next time. Who knows what others will see that you missed. It's not just the feedback on our own games, but seeing what others have done and being inspired by them that helps us grow our games, which makes participating all the more worth while, regardless of the state your game is in. As long as there is something to play, submit it!

I agree that the keyboard keys would have worked better if not for the other issues. Still, for accessibility, you may want to make it a setting. The default can be what you have, but the player can switch to a simpler control in a menu.

The game is fully playable without ever bargaining, so you could leave it as-is, and those who don't want to do it can skip it as I did. You could also come up with an alternative mini-game, and have a setting for which to use for bargaining.

Thanks for playing and the feedback.

Glad you enjoyed. We like TD games and plan to do more of them in the future, once we finish up our current projects.

We knew from the start we wanted to reference MacGyver, but not too directly, so tried to have some fun with it. Sure, most people don't know his first name, and may miss some of the references, but it was fun for us, and a bit of an Easter egg for those who do get it.

I was meaning to add something pointing to the station when it is not on the radar due to distance. My first run after I defeated all the enemies nearby I went exploring for more, and then realized I had lost my bearings and wasn't sure where the station was. Something pointing the way home would have been nice to have then. Later I found that enemies spawned close enough I did not need to go so far away, so maybe it is not vital, just a nice to have if you do get lost. I did acknowledge the parallax background, but the way it moved just wasn't registering in my brain in a way I could instinctively keep track of my position while looking at everything else.

Sorry, I only skimmed the devlog. We try to play and comment on as many games as possible during the first few days of a jam, so don't take a lot of time to read devlogs, unless there is a comment that they contain the basic controls or tutorial. It sounds like you have a lot of cool features planned that will make the game feel more complete. And I fully understand trying to predict what the next group of jam participants are going to want, and trying to plan your dev time to cater to it, only to find comments that the things you skipped are of interest to the players.

We always use Kenney's assets for the remapping icons, and occasionally for other UI elements, but we also used this space pack in a previous space game. It works really well for simple pixel art sci-fi.

It sounds like this should be a fun game when finished. We'll be sure to check it out again in the future.

Thanks for playing and the feedback. Glad you enjoyed! We aren't, currently, planning to develop this one further, beyond a minor post-jam update, but will be doing other tower defense games in the future, using feedback from this one to make it better.

This is a decent start. The core mechanics work, even if they need more polish. Everything is pretty rough, and it is not very clear what to do. I had to reread the instructions several times to try to connect what I was seeing in game with them. The in-game instructions were also difficult to read. From the starting point the different sections of text  overlapped. The text against the building was mush easier to read, and I would recommend making it so that all of the in game text has a solid opaque backing.

I wasn't sure how to use the net to catch fish in the water. Once I caught some with the fishing rod and they ended up on the land, I was able to use the net on them.

The area across the bridge with the big fish caused issues with the camera as I caught them and they piled up. I had to keep adjusting the camera angle to see.

With such fast paced gameplay, it took a bit before I figured out how the combo system worked. Once I realized how it worked, the colors on the weapons matching the top combo requirements was very nice and made getting the easier, when the right ones dropped.  The combo system is an interesting mechanic for advancing waves, and not one I've seen before. It really changes how you think about what weapons to pickup. 

I enjoyed trying out each of the different weapons. There was a nice variety of options, and with such limited ammo, you were strongly encouraged to experiment with them all. I initially wasn't sure about melee, but with unlimited ammo, and a pretty big range, it was surprisingly effective.

This was a cozy little game. I played through day 21, and had just under $200 after rent. I favored the relaxing route, so didn't do any of the timed bargaining events. It was nice to see you implemented a save. The core game loop was easy to pick up and straightforward. With the estimated prices,  judging what to buy didn't take too much to decide. My first upgrade choice was plants or cat, with both offering the same benefit. Of course I had to choose the cat. The others gave me more choice in what path I wanted.

Overall, a nice, relaxing, jam game.

This was a neat mashup. The parts sticking to your ship wherever they touch and altering it was fun. It added new options for how to attack, and a balance of when to return. The extra mass slowing you down was a nice touch, though the ship felt a bit sluggish to start.

I like that you could destroy asteroids for supplies, and they were plentiful, though I also tried not to destroy too many, as I used them to help map things out. It would have been nice if the radar showed where the station was to help you keep your bearings. The background just didn't quite work for me to be able to get a feel for how fast/far I moved and where I was. I got a bit lost a couple times, and then made sure to not go too far from the asteroids so I could find my way back. At that point I also zoomed all the way out, and mostly played that way from then on. I noticed in the settings there were inputs for zooming the radar, though they were not on the web page and did not seem to work, so I'm assuming that did not make it into the jam submission.

The base gameplay was good, but felt lacking. After earning credits, of course I wanted to spend them. I saw the comment that it was not ready for the jam and disabled. This is a good start, and adding upgrades at the station will be a big help.

The audio and graphics are good. We also like using stuff from Kenney and Ovani.

Overall, a nice jam submission.

I like the character choice and setting. The movement was good, and the moon jump was fun. I did find combat a bit unclear. I was never sure of the range of the weapons. Targeting the ranged attack was also unclear, especially for the flying enemies. It was a surprise when my equipped crafted melee weapon broke after a single use.

I initially did not think to attack the trash piles and was wondering how to get the missing items to craft things. They looked like they were things to hide behind and jump on, though enemies seemed to shoot right through them. Eventually I realized there was nothing else and I should try them.

My first or second enemy defeated was near an edge and most of the items went over. On level 3 I defeated one of the flying enemies near an edge, and about half the items stayed floating above me.

It was interesting using shift for the crafting. I'm used to shift being sprint, and sometimes pressed it for sprint out of habit. It did work, and with some items being single use, having a quick crafting menu makes sense. 

Overall, a nice jam submission.

Thanks for playing and the feedback.

Wild Jam has been our main jam, and with the heavy push for accessibility, we have tried to accommodate all inputs when we can.

The game is definitely easy. We will rebalance it after the jam. Swarming the entry is a good strategy currently, though we will probably add some swarms that make spreading out more important.

Showing the tower details on hover would be a good idea. We don't plan to do much with this game after the jam, but may fit that into our post jam update.

I am not sure that it was an enemy, just that it looked like it might be. Since there was a game over when you died, I figured there should be one for winning, and was looking for potential reasons it might not have detected an end. It could have been something else, as I only saw a small bit.

This was enjoyable. The tutorial was pretty good. The gameplay loop was easy to pick up. The stats made sense. It did get a bit frustrating once the certifications were introduced. RNG is RNG, but there were far too many cases of most, or all, jobs requiring a certification, and then several turns without getting the 1 class I had with it. It was better once unlocking all the extra slots, but even then I did have cases of all 4 requiring the same certification. Overall, a good jam submission.