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jeromiboi

21
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A member registered Mar 02, 2022 · View creator page →

Creator of

Recent community posts

Woaahh that's more than I was hoping for!

Hey Rafael, your pixel art works are so professional and clean! I really love to use them for my upcoming game but it is so hard to find comparable quality among other assets if i need something that's not already in one of your packs lol

I've seen though comments that you do not take private commissions so maybe you could do some character animations (archer, knights, mages, etc)

Hey, thanks for playing! Yes I had a lot of struggle with the upgrade system and will probably change it to something more fun and easier to balance.

The intention was that it's inspired by PvZ and Cartoon Wars but not some kind of clone so I try to find creative ways to do some things differently.

Hey, thank you for playing and recording! Even witout audio I can clearly see your thinking process, this helps a lot.
In the video everything seems fine with the villager spawner so it might

Yes the upgrade system needs to be modified completely.

I also think knights could need a little more health.
It was intentional that you cannot place units on fields immediately after another died but idk if it might feel frustrating. Just wanted to make sure if an enemy unit kills one of yours it steps at least one field forward.

Thank you really glad to hear that!

Hey, thank you for your detailled feedback! The double click is for mobile since they dont have a right click but I also dislike the double click but didn't came up with a better solution yet. All the other points are noted and I will work on it.

Hey thanks for you review! The additional click is intentional, I felt like it would add more action, the player has to do more and might feel more in power instead of just watching an auto battler and getting bored. But it would be good to know if more people dislike the second click.

Yes I do know of that bug but I can't reproduce it on purpose yet. The colliders are probably overlapping in some lane so I might just shrink them and that should fix it.

Had different ideas I wanted to test:

  • the villager hut gets also a progress bar which
    • fills automatically but fills faster if you pay money
    • fills when you pay money and you get a villager once it's full

i feel like this way it is more transparent when and how you get villagers instead of an unknown timeschedule.
I'm really interested what you think of it or if you would enjoy the current simple concept more that villagers just appear and you have to pay for them.

Woaah I'm speechless. Can't believe you had so much fun with my little demo but I can promise you that there will be updates! One mechanical thing that might change is the villager recruiting system tho.

Thank you for your feedback! In later version the economy system will be better explained and hopefully much cleaner.

Haha nice pun and thank you for your review! Yes I probably need a new system to recruit villagers without worrying about balancing their spawn timer. It's really rewarding that some people like my pixel art so much since it was the most time consuming part of developing.

Thank you so much! Yes I just felt after working on it again and again that it might now be fun for others but based on all the nice responses it seems I don't need to worry about that and just keep working.

Yes that's true. I still need to figure out if it's easier to just set the game on somthing like 800x600 or have multiple options to scale it.

Hey thanks for checking my game out! It's not polished yet and is basically the very first draft to check if it's fun.
Yes I did all the pixel art by myself, glad you like it.

Thank you, really glad to hear that!

Hey thanks for playing! The explanation was on the agdg demo day submission page but I forgot to put it on this page here too.

The balancing was done way too fast but I  wanted to participate to get some feedback. So this is the very first version and also the very first playable demo. I was worried the game itself might now be as much fun as I thought so I decided to just release this piece of garbage to see if people like the concept and it seems I just need to polish the pointed out things now which makes me really happy!

The set size problem will be resolved but I'm gonna need time for that.
I don't get what you said about accidentally lock, could you clarify that one for me?

Yes the balancing was not well done yet, I just wanted to participate here to get some feedback so it's the very first version of the game.

Hey thanks for your feedback! Yes the balancing was just quickly done for this demo but it definitely needs more work.

So the game feels overall hectic or just the shop system?

Didn't really figure out what to do based on the prime number tips. I just switched the furniture from dirty to clean and back until I hit the ending.

(1 edit)

Since there is no tutorial implemented yet the most important mechanics:

- The only two controls you need are left and right mouse click
- With left click you can add villager to houses and click buttons
- With right click you can remove villager from houses
- ESC insta closes the game

Gameplay:

- You need to find a good balance between crafting weapons, having enough villagers for defending, selling weapons for money, recruiting new villagers for money and upgrading your units with weapons.

Sorry for scaling the unity panel to fullscreen but the game doesn't work on lower resolution than 1920 x 1080