So good I played this twice
Fusionnist
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First win, on my fourth attempt! On the third, the skull sniped my tower right as it was around 10 hp and last enemy standing, on the final night lol. I really couldn't come up with any harsh feedback! All I ever noticed was that knockback stops working fast, because enemies collide on each other, and there are oftentimes more bomb relics than bomb cards to choose.
Looking forward to what's next!
Hi! This looks lovely, but the build doesn't seem to run on my machine - I got the error "file vehicle missing" or something, so I created a charset called vehicle. Ran it again, same error for "monster"; after that, the game ran, I got into the first battle and then the file "strike" was missing. I could perhaps fix the game by iteratively adding files, but it's probably better if I let you know about it. :)
Oh, congratulations!
I wouldn't know what to suggest specifically; there's definitely always an "add more content" approach, but going with what is already here, deepening mechanics may just be enough: the people are a very good game piece, so I think they are 100% fine. The plant is odd, because the stone it gives you is random and it doesn't appear when it's first placed, so it often creates bad surprises. Additionally, the situation where it opens up and bridges a gap seemed pretty rare. Perhaps the plant would be able to place tiles in more flexible ways, "intelligently" finding a spot where it could put a stone without dropping it. Weather mechanics are also pretty good, especially as you begin the game and some conditions block what you do. As the game goes on, they're more of a detail, however. Perhaps rain could form puddles when it cannot drain between stones, forcing you to make space for drainage, or to use plants to remove it (it could be a very simple tile based simulation, nothing like fluids, even). Perhaps snow could pile up, taking longer to melt the more there is; to manage that, you would have to make sure your cat priest perches in multiple spots, as it would bring the sun around itself. Lightning strikes are fine as they are, I think :) Finally, the cat priest could have additional behaviors based on where it's placed - I mentioned bringing the sun to it, maybe stone patterns could also have small benefits or disadvantages, such as influencing the time people and plants take to crumble or grow, not falling if they lose their support. With all of those combined, perhaps the game would be able to be played for a bit longer, with variations to how you approach challenges.
Those are just my first ideas :^). Regardless of what you plan with this game, I will keep an eye out for what you make next! This is the sort of thing I'd volunteer to code, were I not also busy with multiple other things... :)
I'm in love! The game pieces are beautiful. After a few attempts (at playing more efficiently) I got to offer up 66k, which seems to repeat.
Odds are I'll play more! My computer screen is at an odd resolution (closer to 4:3), making the UI elements look odd. Embedding a screenshot seemed to bug out the comment function... hence the edit :)
Were you by any chance planning to expand this? I'd love to see more. Cheers!
Noticed that the game stretches to the screen when full-screening (using the game options), rather than fitting or letterboxing (my resolution isn't a clean 16:9, it's closer to 4:3 - 2256x1504). Scaling 4x windowed also doesn't fit the screen that closely.
Alt + enter fullscreen works just fine though.
Glad to see there was a post-jam update! I went ahead and beat the game in nightmare mode... first try? ;)
I'll be sharing my impressions so far (~10 hours played?), out of enthusiasm.
Neighbors starting as support is a considerable advantage, but considering I played a dozen games at this point maybe I also improved.
I like the changes and additions! One thing that I wonder is the "defend" mode, you used to be able to right click the spot units should defend, now doing so changes them to "move" mode...
It would be nice if the supply units communicated, they often all beeline to the same deposit and backtrack when the unit ahead empties it.
The repair beam and turret installations are insanely good in early and midgame, I'm so glad opponents never build those.
It could be nice for support units to have a "support" mode where they seek out damaged units and repair them.
Anyhow, thanks for sharing this! There's good potential I think!

















