Pretty impressive for a game jam! I got through a few waves with a couple friends and it was totally playable.
gammamuse
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The idea and the narrative is quite cute. I was able to beat the game, but it was a close call! That first boss in particular was actually very good I think and kept me on my toes.
Main things holding this game back for me are the SFX and VFX. I need some juicy particles when destroying the baddies. I need some juicy sounds when shooting my weapon scythe thing. Some of the enemy projectiles are just too fast to dodge at times, so I ended up tanking many hits, mainly from the dragons lol.
Thanks for sharing!
The big room with the timer is a cool idea, I can see this being like an incremental game but with the threat of a depleting value you have to overcome.
Sadly I could not beat this game. The zombies have an overpowered attack where they can keep hitting you no matter how far away you are! I was able to get the upgrade that adds 2 seconds of time per button press which helped a lot, but I kept running out of health before I could get the needed upgrades.
Thanks for sharing!
Cool concept, the idea of having a 'countdown to ruin' before having to face a boss, and finding an optimal use of time to build your army, in real-time as well, kind of like a management simulator. The way the background changes, indicating the time of day, is my favorite detail of the project.
For a future iteration of this idea, it may be useful to see the way that different decisions affect the likelihood of beating the boss. In my run, I averaged around 90% likelihood each fight, but wasn't sure what components of my army composition contributed to this. Likelihood to beat the boss is probably the most important stat, so I'd recommend having that displayed in a big font somewhere in the main HUD, then you can see it update as you improve the army.
I was lucky in my rolls and beat all three bosses, but I could imagine it being very annoying if I lost to a 1/10 chance of defeat. I'd also recommend making some sort of target power level, and if you hit that, you win 100% of the time, and if you don't, you lose 100% of the time, to remove the variance. That's of course just my personal taste.
That's all, thanks for sharing!
Tough maze, I can get 4 of the keys and then I run out of time. I wish the prompt to pick up clocks and keys was a little more lenient and had more range, but part of the game's appeal is the tight precision and timing so maybe it's better the way it is. Whatever the case, it's impressive for a weekend jam, great work!
This feels a lot like the indie game Minit if you've ever played it. The art's superb, sound, theming . . . top class. Oh and the dialogue's witty too, amazing.
FYI there's a funny softlock that can happen if you beat the game just before you run out of air. It plays the fail sound and fades to black with nothing to do but refresh the page lol. Even without patching that, it's a bee-autiful game.
My favorite part was when I discovered that pressing 'reset' was creating clones of the silencers. By the time I made it near the end, there was an ocean of them and I couldn't clear them out in time!
Then I went to the main menu to reset that and won the game for real (after learning about the devious 'CV control swap'. But whaddya know, I beat it, good fun!

