Cool game, quite fun, though nothing happens after all the cards are gone and there is no way back to the menu
michld
Creator of
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Really fun but I did find it a bit hard, might be nice if the ships kept on their last trajectory instead of aiming back towards their target when the light is moved away, so you could guide one and leave it on a safe path while you help another instead of having to stop them because I found they built up and I had a lot stopped.
Thanks you!
The health potion was of course inspired by the "curses" wildcard, I would have made it not affect the torches, and just act as a reward for completing a wave, if I hadn't been trying to fit in with that!
As for rebinding controls, I am sure there is an easy way to do that and I certainly agree it would be a good feature, but I was unsure how to do that while the game was running, as I set up the controls using the "input map" tab in the project settings.
As I did all the playtesting myself I knew what the map looked like, but I can understand as a new player that that could be an issue, in the future I might show the full map when the game starts and then zoom in to the player, or even show a minimap on the HUD.
Thanks for your feedback!
Thank you!
Yes I see that was not very intuitive. I added the circular attack animation when I added a range limit to the click attack, just to indicate how close to the player the enemy had to be, but I should have made a linear one which went in the direction of the mouse.
The strategy is to use as few torches as you can until you have over 100, then you can keep one enemy trailing behind you and light up the map before starting the next wave, this way there won't be any spawnable places and you will win
Thanks again for your feedback!
Thank you!
The enemies collecting torches was added to create some variation in the fighting, and make the game last longer, as you can distract enemies making it easier to survive early on, but it also makes it harder to fill up the entire map with light. I can see how this is a bit frustrating though. Originally the game was just going to have a high score based on how many waves you survived, I added the ability to win by lighting up the entire map later on, so less thought went into that. Also because I was doing all the playtesting while I built the game, I developed a strategy which made it feel easier for me than it would for a new player. By focusing on killing enemies for 5 or 6 waves, and then killing all but one enemy who doesn't pick up torches, you can fill the entire map and then kill the final one to win.
For the attacks I agree too, I will push a small update once the jam is over, just enabling you to hold down the mouse button instead of having to spam it.
Thanks again for you feedback!