ok trying that later today and focus on the Axe
happybats
Creator of
Recent community posts
I love the details in the background, you included the Baobab tree and it makes me immediatelly think that there is a lore and a reason for the protagonist to be there, as this only grows in a very specifc part of the planet ... that being said I think there is some improvement to be made in the way you calculate the direction of the shots, if the mouse is too close it kinda points upwards .. but I think I should play with mouse aiming in mind perhaps

this is pretty cute and very very addictive, I wish I got more weapons to protect me around me, but it was pretty satisfying to get all enemies in a line and just throw daggers at dozens of them at the same time, when I died the screen was pretty packed and I wished that I could have survived longer. Of course a lot of the addiction factor comes from the survivors formula, but there is a lot of room to innovate in that area I think, this seems to be going towards a more cute kinda vibe, and perhaps in the future creating unique weapons and enemies can make this a very unique survivors game like mega bonk did. My defeat screenshot shows how much I was trying to make enemies line up to have my daggers satisfyingly destroy all of them in one hit lol.

you are absolutely right about the points you say. We know that but went out of time to fix them before the end of the jam. The automation is quite slow and sometimes buggy (a known bug is that if a robot walks pass the trash, they throw themselves in the garbage), I am also not too happy with the automation in stacklands, but I do not think our approach actually solves the issue. Thanks a lot for playing! This is valuable feedback and comes to confirm what we thought, automation in a card game is quite hard to make it fluid.
maybe with some hover effects the UI could tell me that I cannot replace a card in a tower, maybe the tower cards could have distinct visuals so they dont get mistaken for normal cards .. I mean the idea is great, the UI with some work could do the job of 'teaching' how to play more naturally, using proper feedback and effects
I like the idea of mixing cards with tower defense .. in the implementation what you need is more feedback, I had to click around to find out, but a better UI and feedback could make it more clear how to play it ... for instance I still do not know what makes some cards not playable from time to time .. perhaps the number of cogs idk, this is a nice idea, needs more polishing though ... the tutorial is very good btw (and ofcourse I only watched it after trying the game)
The gameplay is quite inventive and varied. I thought the whole game would be about the first part, but then I found myself playing a puzzle game that's moderately challenging right from the start. After that, yet another different game shows up. It's kind of like playing that game It Takes Two, its never the same.
This feels like a complex mix that could work well in many aspects. If the commands and what exactly I was supposed to do had been clearer from the start, I think it would have been easier. I spent quite a bit of time clicking and pressing random things. In the end, it was only after I came to the page and saw the controls in the comments that I could understand how to really play. It turns out to be like those games that mix elements of RNG with strategy. It's a potential idea, but it can easily become too complex for the average player.
The pace here is pretty fast. I started without having the slightest idea of what I was doing, just pressing random buttons and noticing those paddles moving. Eventually, I figured out what actually makes things move and also discovered that you can use the mouse to drag and rearrange the elements on the tracks to the left and right.
