Thanks for playing it. You weren't the only one who thought it was difficult. If you place 3 attack structures in the beginning, you can beat the first 2 or 3 levels with just that.
Gray Hato
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I appreciate the compliments and feedback. Thanks for playing until the end. Congrats on beating the game as well. I didn't know if anyone would or not.
I'll look into randomizing and perhaps reducing the amount of SFX during gameplay.
As art is not my strength, I'll take your comments to heart and look at making the art more uniform. As well, in a future update, I'll make sure more things get proper animation.
Thanks, buddy!
I really appreciate your comment. Thank you for the trouble shooting as well! The stackable buildings was a known issue on my list to fix, but I didn't get around to it (was hoping it wouldn't occur too much during the jam haha). I'll have a version with it fixed uploaded as soon as the jam judging period is over.
Thanks for the feedback regarding the difficulty.
I should add a tutorial or perhaps easier first level as well as perhaps a different way of balancing things.
The first level can be beaten by using only 3 attack structures, roughly half of the starting resources and no other structures. I thought the game might be too easy but it must be because I built it from the ground up. I'll have to consider rework and a different sort of balancing to allow a wider audience to enjoy it.
Can I ask for similar permission as iCreateMyGames? I'm going to upload a free Youtube course for beginners on programming and designing in Unity and I'd like to include your HQ bg in the package.
I would of course give credit in the video, on screen, a link in the description, a clickable link on screen, and include your website (here or elsewhere) in the "Valuable Resources" file that comes with the files.
You may already have figured out what the issue was but since it's a gamejam and we're all trying hopefully helping and learning, you may want to check that the colliders are not overlapping, add a PhysicsMaterial2D with friction set to be a little lower, and possibly freeze Z rotation on your character to fix the collider issue (though if it doesn't break gameplay elsewhere, I'd keep it in, it adds flavor).
It looks like my first comment here didn't save. The bar's movement mechanic in this game was actually rather unique I thought. It adds additional things to consider about your movement, a strategy element of sorts to a platformer. I could see this as a fun puzzle platformer with some additional elements added.
The music went well with it also. I particularly liked the camera focus point being somewhere not in the exact center of the bar so you can feel the up and down movement of your bar "walking."
Good job on the game!
Haha I did in fact mean LMB, I'll update that right now. Thank you for pointing that out and your comment as well.
Thank you for the compliments regarding the atmosphere. I will have some additional credits posted regarding some of the assets.
Your point about explaining the theme is valid. Originally it was a portal on the ground that the creatures would fall into. By the end, it became more of a door that they fell/went through and as to stay in the time limit, I left it as a door.
As for the creatures saved, that many didn't pass through, you're correct! Each creature has different values for when they escape the light (for example the short Plant Monster has a value of 4-6. I wanted to have some randomness in the game to add flavor - I was wanting them to represent creature families (one creature reps X number of creatures).
Congratulations on helping the critters!
Very astute observations, I appreciate you taking the time to write all of this!
Thanks for the comment and advice. If I build on this game at all, I'll take into consideration using single direction lanes. The concept was the creatures of darkness falling into the light world. Originally the creatures would fall into a portal hole and you had to constantly "take" away the place where they would "fall" but it eventually become more of a doorway portal that they fall into...which admittedly makes a little less sense.
I rather like the game. I absolutely love when games that have tutorials like yours where it's kind of in the background and a "use at your own convenience" style. I wasn't sure which blocks I could touch and which I couldn't. You may want to look in to making danger stand out a bit more if you continue this game. I could see this as a super fun mobile game! Overall well done dude!
I like the SNES Star Fox-esque visuals. I like the angle that you chose to give the players time to prepare for the next wave though it was still hard to predict where it was coming. It may play into giving the game some replay value as the more I replayed it, I started to get a better feel. Good job dude.
I like the SNES Star Fox-esque visuals. I like the angle that you chose to give the players time to prepare for the next wave though it was still hard to predict where it was coming. It may play into giving the game some replay value as the more I replayed it, I started to get a better feel. Good job dude.