Nice simple concept! Although the resolution was a bit more than 64x64 lol.
LVWatts
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Wow that's actually quite a developed fun lil game 😅 A reasonable variety of enemies, and the switching between different moon fazes is a real cool mechanic! Love the music, and the pixel art was awesome!
Did notice a bug that if you run to the left you fall into the map, but then do respawn, so good job for catching that one lol!
Its great to hear you had fun and loved the audio so much!! The clock chime is actually a recording I made of our towns clock tower lol!
And yes, the tutorial and explanation of controls was definitely... lacking.. I had hoped to add little popup suggestions on how to interact, but I didn't make it to the polishing stage. 😅
Did you work out that you could throw the burning stick?
Thank you for your feedback!
I wasn't able to balance the game fully with game testers, and so the partically useless move section could have been flagged during that.
I think the idea dehind it was that you could run away from the dynamite if you placed it at your feet?
Also, what was the best ore you reached? :)
The art of the plannet was rather cute.
However, it took me like failed 5 attempts to get any of the villages to level 1, and by that stage the others were already wiped out :( One way to help this could be, instead of levels, after a bar stays in the green for x amount of time, tha particular thign will become managed.
I felt that at times the meterorites could feel unfair, as you'd put the shield up, but it would miss it and still kill the village anyway, this is probably smth about the blast radius on impact of the meterioite?
The deleting the rainclouds wasn't particulrly intuitave, maybe some other, more obivous and explained way could be added?
The pickaxe implementation.... ehhh.... i spose
A new player friendly addition you could make, is that behind the scenes the villages arent as prone to water at the beginning, and meterioites don't spawn yet. But as you progress, maybe just in time, cause the others to come into effect, so you can more slowly introduce all the mechanics to the player.
I hope you were able to read this in a constructive way :)
Uhm... Well the enemies were already in a loop... And didnt seem to die... nor could they attack me.
I couldn't see any pickaxe...
And the display was squashed along the x-axis.
My suggestions would be to fix the enemies, give the player a health bar, and the enemies a health bar, and a big one for gamejams, try make the game mechanics first. The core game mechanics come before you design the levels. :)
I hop you can make more fruitful games for future jams!
The toweres did nothing, cost nothing, and the enemies did nothing after reaching the end. I feel like this was a project that didn't get finished. I couldn't find much of a game loop, you just 'build' the towers and then 🤷♂️.
I also didn't see a pickaxe? Nor any loop beyond the waves?
I'm sorry you were unable to complete your jam entry...
I'm glad you liked the theme implentation!
And yes, the getting back up to the top is a mission in itself... Just as a note, it shouldn't be using the jump uses (10 movement uses) when climbing a ladder it should only use 1, and i could look at adding the ability to jump off a ladder propely?
Thank you for your feedback! :)
It was a tad boring..... i know it starts slow, but it stays real slow for a while. Now it may have been my poor upgrade choice, but i just felt a bit mindless holding down x... although i guess that is the point of the game...
The Ui did look rather pretty though.
Looping forever more
(I did max everything out in the end, and yes it was fast then....)
Also it took me a bit to work out your upgrade value system lol
:))))









