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Fluburbio
Creator of
Recent community posts
Hi, truly sorry to hear that! I didn’t use an engine, the whole game is coded in python and ported to web assembly using the pygbag library.
I have tested the web version several times and load times are sometimes a problem, but it should work. Maybe retry later if you feel like it, if not the desktop version (windows or Linux) is superior since it supports gamepads and local multiplayer.
Thanks for your interest! I worked hard on this and like how it turned out.
I played about 11 waves of snowy tower defense but when I calculated how much waiting it would take to finish the game (20 waves multiplied by the number of locations) and seeing there as no new type of tower or new mechanic, I figured I had seen everything the game has to offer and stopped playing. I lacks a bit of variety or extra spice, but as a standard tower defense, it's very solid.
The stat system seems easy to understand enough, as is the combat mechanic, but some explanation about the unlocks, the buttons and the crafting mechanic would go a long way to help player make informed decisions.
Since combat is fully automatic, it feels painfully slow at the rate it is now. I'm actually writing this comment while combat is unravelling in another tab, checking once in a while how it progressed.
All in all, it has potential. Maybe add more life to the combat screen to give the player more to look at, speed up things a little bit, and add a little more eye candy to delay boredom.
PS: I think PvP means Player vs Player but have no idea what PvE means. Did I play versus other human players? If so, that's cool for a jam game.
I think I must have corrupted humanity pretty badly seeing how people spoke towards the end! The writing is really good, the side articles made me laugh. I love the bleak atmosphere, tweaking the controls while listening to the conversation gave me strong Voight-Kampff test from Blade Runner vibes.
Not sure if I could have done better in the game, but great job and full points for originality!
The last book gave me a lot of trouble! Even in 10 hours, the result is impressive and the dungeon is fun and interesting to explore. Awesome work!
My only nitpick is with the running animation: maybe it's the way the arms move but to me it looks more like a ghoul than a young woman that's running. If you animated your model with a tool like Mixamo, fixing this will be trivial, but if you created the animation yourself in those 8-10 hours, I'd say it's even more impressive work.
In short, cool game, I hope you can make more 3d stuff in the future because this is promising!
The AI art is a bit uncanny (mostly the hands), but the concept is cool and works great with the theme. Some falling items do not contrast enough with the background which makes them hard to see, and it was sometimes unclear what caused me to lose (what do I have to catch and what do I have to avoid). But besides that it's a great idea, love the chaos with the random effects!
I reached level 10 but couldn't defeat the boss due to the sheer number of enemies. I thought once the boss spawned the enemies would stop spawning, but they didn't, so I was eventually overrun. An effect to increase damage range could help, or some upgrade on bullet speed. Being able to autoshoot would have being nice too, since you're already auto aiming and that timing your shots isn't necessary in this game. Spamming the z key hurt my hand after a while.
But that being said, this is a really well put together game, it's a lot of fun to play! It's one of my favorites of all the games I played. Great work!
I had trouble with the floaty controls and wasted a lot of jumps trying to land on tight spaces, but that's probably just me not being very good. Your game looks really polished, I love the art, the level selection menu and the transitions.
You could consider unlocking all levels from the start to allow players to experiment more of your game even if they get stuck at an earlier level.
Nicely done!
Sadly it's very hard to play on a QWERTY keyboard. WASD controls are preferable when you share a game online, because English keyboards are considered the standard layout. If you absolutely want to use ZQSD, you can allow players to also alternately use the arrow keys to move. They will always work regardless of the player's keyboard layout.
That said, I explored a bit and your game seems really solid, with great graphics and solid mechanics!
I made it to level 13! I kept dying because it required a high level of precision to squeeze through some of those blocks and I lost good amounts of health trying to do that. That's a really cool idea and I had fun playing, the visual style is simple but effective, and I like the camera movements that serve as transitions between levels.
Nice work! How many levels are there?
Great game! It's very polished and responsive, the perfect hi-score game for a trijam. What worked best for me was to stay on the border of the screen and only dodge up & down while shooting in a general direction. It never felt necessary to drain my health for power, but I could probably achieve a better score that way. My best score was at about 489, but it kept rising for a second after I died.
Hey, another turn-based game! The number of skills and options is impressive, but it's a bit hard to remember what everything does without having to constantly refer to the game page. Also the color of the displayed damage is a bit confusing. To me, green numbers usually mean healing.
It's very solid for a 3h game developed solo though! Congrats on your first Trijam!



















