Excelente juego, sobre todo teniendo en cuenta que lo hizo una sola persona, felicidades!
Glascade
Creator of
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Gameplay puro y sin vueltas, buen diseño de niveles con un objetivo más que claro (ojalá pudiera decir lo mismo de nuestro juego). Me en can tó la música. El único feedback que se me ocurre es que los enemigos tenían demasiada vida, me quedó doliendo el click :^) pero igual la comieron todos los topos. Felicitaciones a todo el grupo, la rompieron!
Muy bueno la verdad, me encantan los tower defense, sobre todo cuando hay que bloquear el camino de los enemigos con paredes. Para casi todos los niveles hay que pensar dónde poner las trampas y paredes, a veces te jode un poco el RNG pero es muy buena base para el género TD. Felicitaciones al grupo!
Me gustó la idea, el diseño de niveles es interesante y el arte también. También me gusta mucho el nombre que le pusieron, "Two of Bones" suena como una carta (me imagino tremendo ícono, tapa o cover para el juego). Como lo estaba jugando solo y los controles estaban invertidos (WASD para controlar al de la derecha y flechitas para el de la izquierda) decidí cruzar las manos en el teclado >:)
Felicidades a todos, muy buen laburo!
Muy buen juego! Me recuerda a "Potion Craft: Alchemist Simulator" que tiene un diseño parecido ( y me encanta). Se nota que hubo gente que se mató dibujando toda la semana de la jam, el juego se ve hermoso y se aprecia la cantidad de referencias que hay en los objetos. Felicitaciones a todo el equipo!
I liked it a lot, the difficulty curve is a bit high and you can get a bit screwed by RNG sometimes, but the overall gameplay is super satisfying with great visuals and feedback that makes you want to keep playing and beat all the levels.
A small suggestion: The cherry on top for such amazing pixel art in a game controlled solely by mouse clicks would be a custom cursor, a sharp fang, for example.
Congratulations to everyone involved!
I liked it, cool ideas and I found no game-breaking bugs. Some suggestions that weren't mentioned and could improve it:
- Add elevation, walls, or more obstacles in the level to make it more interesting to navigate, maybe huge, scaled up blades of grass, the game can still happen at the same Y level but becomes a bit more immersive.
- The minigun could shoot faster but push you back, for example, just to differentiate it from other weapons
- Energy should start replenishing after a few seconds instead of when it gets depleted
It's an impressive game for a solo dev, congratulations!!
Insane amounts of game feel, juice, polish or whatever you want to call it. plays great, a little on the easy side but that's just personal preference. Cool critter designs, incredibly well modeled and animated, paired with charming voice acting. I'm a big fan of the mantis and the revolver shrimp, great work!
Cover art is great, it's what got me to click on the game in the first place, sad to see the game world and characters not follow the same color scheme, but that happens with our own game too, so no worries. I think the weakest point of the game is the gameplay, you can just spam click shooting at ground level and you'll always hit all obstacles. Apart from that, the game is fun and the QTEs are a decent way to break the monotony. Congratulations to everyone involved!
Super cool idea and well executed. During gameplay I didn't bother with blue towers (I usually find mashing boring, and I understand it was made for the wildcard), instead, I focused on the beat and red hold notes. Got pretty far with my strat and I had fun during my run. The amount of assets, code and polish put into it is very apparent, great work!
Love the concept and the sounds of the game, the tutorial is great too, it's simple and explains the mechanics well. Some suggestions:
- piece that pushes the player in a direction (fan or air current)
- ice/slippery pieces
- moving hazards? these would award a lot of points when placing them
- jump pads?
Overall it's a very enjoyable game and I didn't find any bugs, best of luck with development!