Fair criticism on the UI element, I myself suffered a lot while playtesting from it as well but had no time to fix it. Thanks for playing!
JBroook
Creator of
Recent community posts
Thanks for all the valid criticisms!
Unfortunately for our team, we started a day late to the jam due to personal issues, and the idea was just kind of scrambled together on the night of the first day. I think one of the big mistakes I made with design was the inclusion of heals when killing an enemy with a risky play. After a few waves, there's pretty much no incentive anymore to even play with a real strategy. As for what you pointed out though, the idea was that the play of choosing a position with knowledge of your attack pattern beforehand would be punished with less damage, but I do suppose that it wasn't really punished as well as it could have been!
Thank you! I just watched the video of you and your friend trying the game, and I'm glad that you guys liked it so much!
We've decided to hunker down for a few weeks and completely finish the game, then release it as a full game. At this point we've already finished some big systems that'll hopefully make the game much better! For one there's actually a quest system now!