Thanks for explaining. Delayed attack after looting is actually part of the game -- looting delays the cooldown by 1 second. So if your attack cooldown is say 1 second, looting extends that to 2 seconds. There is an upgrade to reduce cooldown. That said, the part where you said it doesn't happen till you die that I never encountered before. Any errors in the console?
Kreed Games
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Interesting concept and a lot of work for a jam game. Good work pulling this off. I don't see how this fits the jam theme but maybe because you receive damage and heal between battles? In any case, pretty cool game. Would be cool if I can just drag and drop units instead of having to click them, click select then place them.
Interesting concept. I think it needed the ship to be more responsive since 1 shot kills the ships you're defending. Also it was annoying that I can just go out screen and not warp from the other side and if I want to go back, I need to traverse the entire distance I moved off screen. Would've been nice to see any upgrades or some sort of play on the concept as the game progressed.
Haha, this is a pretty cool game and concept. Reminds me of Kill It With Fire. Loved the art -- especially the part where you flatten the fly at the start. One thing I wished would happen is that my weapons would actually cause damage to the house and maybe what that entails. Perhaps that would've been too much for a jam. And that ending. I was like "I think doing this is stupid, but maybe there is a twist" and it delivered :D
Well done!
Interesting concept. I wasn't exactly sure how to get humans who are shooting at each other (with no blue bar) and almost dead into the temple. They seem to ignore me and just shoot at each other. Dash also seem not to work. No matter how many times I pressed it. Holding Space didn't do anything too.
Thank you very much for the kind words. Unfortunately balance was left to the end so there might be a few waves that are difficult to handle. You can buy Meta upgrades (main menu) that makes it easier to handle these waves -- might involve a little bit of grinding. I did fail to mention in the description that whatever left over credits you get in the round turn into meta upgrade currency. Not sure if I can update the page anymore though.
Interesting concept, I really liked it. I think my only gripe with it is that there was a "rotating" or "orbitting" moon upgrade that flew in an elliptical path overlapping the planet quite a bit which was annoying since I didn't imagine that to be the behaviour. I tried getting the upgrade again but I wasn't lucky enough to find it to grab a screenshot.
Good work!
I really liked the idea -- merging dungeon crawling with idle games works well here. I would say though, after a while it feels cumbersome to just hold W to move forward. Not sure this is a jam limitation or intentional. Personally, I would've loved if I can just move about like dungeon crawlers (Legend of Grimmrock) and that constitutes my choice instead of having to click then just hold W for a long time doing nothing.
One upgrade I found useless is the click less to mine since clicking to mine didn't use any invincibility, it wasn't necessary at all.
Theme feels contrived since the "invincibility" bar is just HP renamed and didn't feel like an actual invincibility.
Overall, good work.
Interesting idea. I felt it was unfair that when the carriage is returning sometimes I get damage even though it is on the way back to me so I have no way of doing anything to prevent that. I wished that I could use the mouse for this instead of WASD since sometimes it was iffy aiming especially when you can collide with the carriage instead of go through it.
The upgrades tied to portals instead of collected souls isn't bad, but took me a while to realize that. I would've liked to see more upgrades -- especially those that don't trivialize the carriage mechanic so early in the run, but I am guessing that is a time constraints issue.
Good work!
For some reason the bottom part of the game is completely cut off for me so I couldn't see the text and I couldn't see the icons. I tried to place the first trap but it seems not to work? The second one (electric) seemed to work fine. For some odd reason I can't jump over the tiny fence but I was able to jump outside the map (wasn't looking forward when I did it) and I went through the world and had to exit out. Game has potential but feels a bit buggy.
Interesting take on the concept -- haven't played one of these types of games in a long time. The boss was a bit too difficult for me (the first one) but I was never good at these kind of games (matching colors fast).
It kinda good repetitive though after the first 3-4 waves and was hoping to find any sort of powerups or anything that would shake up the "change your colors" formula a bit.
Nice work making the game in GDevelop. The buttons seem to take a little bit to react to the click so I ended up clicking a few times till I realized the animations were slow (when starting the tutorial or a level).
I liked the overall idea, but I think the erratic movement and speed of the enemies make it hard not to get damaged by them. That said, it felt like I can never die so wasn't sure where is the "risk" in doing anything except losing bullets but you get 5 bullets if you just wait for a second or so or can return, restock and go at it again.
I liked the idea that you don't attack but rather you defend yourself but it was annoying to have to wait for the shield to rotate around and try and get a good angle. There are a couple of places I found where you can just hunker there and set the shield to be in front of you and you're literally invincible forever.
One bug I found, after 3-4 upgrades, I stopped getting any XP and the XP bar was full and it didn't reset and no matter how many I killed, I didn't get any more upgrades.
Really cool idea, pretty novel one at that too. I think I broke the game -- reached a point where I was level 32, had tons of those bouncy red things at the edge of the screen and I pretty much had almost endless turn in a wave with more than $250K after buying upgrades worth of $200K. I quit at that point.
I think it needs some balancing and would be nice if you start off with a weaker ball and maybe not hit that level of OPness after you've unlocked other ball types perhaps? :P
Good work
Hello everyone,
Just as mentioned in the title, I am an experienced Unity developer (6 years of experience). I've released a couple of game jams and worked on a bunch of professional projects. I am looking for a 2D artist to team up with for the jam -- ideally, you can animate too, but we can work around that if you can't.
To set expectations, I have a family and a job which means I won't be able to pull all-nighters or 8+ hours of dev the entire week. However, I am planning on working on the game jam every day during the jam week, especially on the weekends.
Cute graphics. The icon at the bottom right doesn't scale with window size (setup for large window sizes) so it was difficult to play in window instead of full screen.
The game was rather easy as I kept moving around and never stopped and my meter increase at all. Possibly because I am collecting stuff as they drop, not sure. Some of the AI don't work sometimes and sometimes drops get stuck mid air or on top of other stuff.
Overall nice concept and lost of polish here.
Cute graphics. The icon at the bottom right doesn't scale with window size (setup for large window sizes) so it was difficult to play in window instead of full screen.
The game was rather easy as I kept moving around and never stopped and my meter increase at all. Possibly because I am collecting stuff as they drop, not sure. Some of the AI don't work sometimes and sometimes drops get stuck mid air or on top of other stuff.
Overall nice concept and lost of polish involved.



