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Evan Mulrooney

13
Posts
A member registered Nov 12, 2016 · View creator page →

Creator of

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Man, this is great feedback and I feel bad for not catching this right away. Since this was a game jam entry I basically got as far as I could and then ran out of time before finishing everything.

In the event that I decide to revamp or rework this:

  1. Minimap’s a great idea and a must have, good call. It’d also make it possible to expand the world (since it would be too hard to navigate a larger map right now)
  2. yeah, upgrades broke at some point and I didn’t catch it before the game jam ended. Oops.

thanks for playing! Can’t promise this game will get updated again but who knows.

Really solid core gameplay loop - I think this is a -really- solid base where you could extend the game easily with more features (differing level layouts, powerups, multiple enemy types). Great work.

I scored 1630.

Nailed the art side of things, aesthetics are great. I think the gameplay concept is OK but like a below poster said I found it too easy after a while - I think the screen needs to be widened up a bit, and maybe something needs to be done to keep the paddle/tower from being so wide it becomes too easy.

Gameplay is pretty strong! I think snappier movement might be make improve overall gamefeel but it would really depend on how much physics-based movement is the star of the show in future levels. Visuals were also excellent.

The blue screen of death to open with was a nice touch.

Really strong entry - would have loved an option to disable the background scrolling and glitch effect though, I found them a little overwhelming.

Really cool. I like the tactical combat and the whole thing feels pretty polished. If I were making any changes, it would be to increase the size of the actions bar (and maybe show the hotkeys right on top of the buttons). But that’s a pretty minor quibble, great job overall

ps. Thanks for linking Godot Ink in the description of your game – I’m probably going to use that in my next game.

Very slick visuals, and it’s very satisfying to take out enemies. Like others have said, sometimes I got killed by enemies who were in the process of dying – easy fix would be to have their collisions stop at death, but this could also be reworked into a cool gameplay element with slugs and worms thrashing around as they’re dying and being even more dangerous for a few seconds.

This is a lot of fun, and the voice acting is a fun bonus. I also liked that the enemies lost track of me after a while.

Nice work. You made good choices in terms of having a consistent aesthetic throughout the game. I also appreciated how difficulty arose by mixing combinations of simple enemies together!