Thank you so much to everyone who played and rated my game! ♥
James
Creator of
Recent community posts
This is awesome! I would absolutely play the full version of this game! And I love how you expressed the theme! I especially enjoyed the path blockers that would show up sometimes; that's a great way to add a bit of stress and uncertainty to the player! Well done, one of the favorite games of the jam so far!
I really like the idea behind this game, and I see where you were going with it when time crunch stopped you; in essence a loop circuit like this is a shot cooldown by another name, but being able to resize it would give the player the trade-off between more towers and optimal placement, at the cost of longer cooldowns on everything. And that's a really cool idea. I think my only critique would be the targeting of the towers; my guess is that they currently check for the closest enemy and shoot at it, but a lot of tower defense games default to shooting at the first enemy on the path which is in range. And I think in a few places, targeting nearest rather than targeting first leads to unreliable tower attack behavior. But, all that being said, I had fun with it, and everything being made from scratch is super impressive! I would absolutely play a full version of this with the features in it which you didn't have time to implement for the jam. Outstanding work!
Thank you so much! Yeah, I think a lot of the difficulty comes from that the looping motion forces you out of your normal shmup instincts in terms of how you react to things. Like you have to be conscious of where you are in the loop when you go to, say, dodge a shot, because if you can dodge in the direction of the loop, you'll move further and faster, whereas if you fight the loop, you'll struggle and stay in place. It's like riding a backward bicycle. C: I appreciate the kind words on the page and presentation! I'm very happy with how they came out, and I'm glad everyone seems to enjoy the style. Your favorite game of the jam so far is a huge compliment! I am humbled. ♥
And thank you for the tip on SFXR! I haven't heard about that before, but I'm definitely going to grab it now and put it in my toolbox for future game projects! You're a boss, friend!
Haha, I'm right there with you, on that. I kept finding myself wanting to add in a whole bunch more things, and reminding myself not to over-scope the game within the time limit of the jam, and instead to execute the basic idea well, and then polish it up for presentation. With more time, and a team to spread around some of the work, I would definitely love to have a variety of enemy types, powerups, progression, and so on. Thank you for playing my game! ♥
The use of the boomerang as the weapon, and making it able to strike both on the throw and the return, as well as the way it bounces off the first enemy (so taking out a group is sometimes better done by throwing the 'rang as a miss, and letting it smack through the whole group on the return) is super clever! Fun game! Great work!