This was really fun, one of my favorites I've played so far. Really intuitive with minimal info dumping. Really well done!
miffrandir
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Thanks for sharing the game. It feels a little too random to be really fun, but if you have upgrades which tilt the odds one way or another, I can see how it could become interesting. Feels like the game could make use of the suits and add another layer of depth. Also, didn't really do anything with the cash, and I beat both opponents.
I think there's a really neat idea here. I would have liked there to be a little more pleasure on the player like a timer to type a word. Also I wasn't paying attention to what the enemies were doing and just focusing on typing. The game should have more of a feedback that I am attacked, like screen shake or particles or tweening the hp bar or sfx etc. But you have a solid prototype. Good job!
Thanks for playing and the feedback. Yeah I think there might too much going on for the player to keep track of. I will work on minimizing the cognitive overload and just let the game flow better. Thanks for the feedback on the visuals too, it's very valid and I am constantly working on improving it, all of this is programmer placeholder art still for me.
So this was fun! I definitely enjoyed the activatable ability mechanic, I think it adds something new to the incremental tower defense type game. I also enjoyed how easy it was to get powerful, usually very grindy skill trees bum me out. So well done, this is a solid base. My only feedback is there needs to be some more visual clarity. I only saw towards the end that there was a target amount of time to survive. Some of the sprites look more clear and crisp than others. And the boss could blend into the mob sometimes when they teleport. Very well done though, I had fun!
I liked it! I thought the alt fire was OP but some rockets would fall off as soon as they spawned, so not sure if I was doing something wrong. I did notice that in some areas you can stay far back from the stationary turret type enemy and you could see their bullets disappear. Not sure if my railgun bullets reached them either. Also in areas with lots of enemies the fps tanks quite a bit, but this could be a web build issue. Overall I like the aesthetic of fighting in tight canyons and moving like a pod-racer. Good job! Some enemy and pickable weapons would be nice and I can see this growing!
I really liked the concept. But the web build was having issues on my browser (firefox) where sometimes when I click on the TV it would automatically move to the top left of the screen and when I tried to move the mouse it would refuse to move or move with an offset which would prevent me from moving the TV to the right of the screen.
Thanks for the feedback. The lack of a good introduction/tutorial is a key takeaway I am getting and will be working on to improve. The schedule style system you mention is really interesting, Shogun Showdown does it really well. I tried to emulate the upgrade system from Shogun Showdown, but the scheduling style was not something I incorporated. This is good to know. Ultimately I think I need to decide if I want to keep this a survival game or a tactical turn-based and which direction to lean more heavily in.
This was a fun little game I enjoyed. The control are easy to master and intuitive and the real challenge is just getting as far as you can, so deciding on how much you brake vs how much you speed up. My feedback would be to add more variety to the route, having to avoid other trains by braking or jumping over broken tracks by speeding up etc. Also it would be good to keep the UI showing which gear you are in close to the center of the screen. This way, I don't have to check the right side of the screen and then quickly check the track ahead. Good job!
Yes, sorry if that wasn't clear. You choose a tile to move to. The bottom bar in the hud displays the weapons you've unlocked. There are damage and cooldown numbers on each weapon. When the cooldown is done, the weapon will fire. Each bug/enemy has an HP. You have to move around the grid and survive the specified number of turns for each level. When the weapons kill enemies they usually drop shards (RAM sticks on the grid) which you can collect to increase the accrued RAM (it's shown on the top left of the screen). Once you clear a level you can spend the RAM on artifacts to aid your run. Sometimes enemies will drop a glitchy pyramid. If you get to the pyramid, a glitch menu opens and you can select a glitch. This will show on the left hud bar and you can click each glitch to activate and do certain things like expand the tilemap, shuffle the enemies, freeze them etc. When you clear a level you are also given a random free upgrade to your weapon. If you click on a weapon card on the bottom bar you can choose to activate the upgrade on the weapon. This could be something like damage +1, cooldown -1 etc. Additionally you can unlock some new weapons (these are shown as firmware options) in the shop. I did not finish my tutorial so had to cut it, but this will all be explained in future versions. Hope this makes sense and I am sorry about the confusion.
There is some really nice polish in this game. But I am not a chess player so the gameplay loop wasn't the most exciting for me. But that's just me,A LOT of players like chess so I am sure this will have a great audience. I wasn't also very clear on how the scoring worked. Also you could easily get to a position where you were stuck with no moves but to forfeit which doesn't feel fun for not very good chess players like myself. But the music is great, the aesthetic is really nice (although the CRT effect is a tad bit too much for my taste). Best of luck with the game!
I had a lot of fun playing this. Please keep continuing to build this. I felt like my knowledge of footy and love for turn-based strategy found the perfect mix. The only feedback was that there was a lot of information to absorb straight up and I am still not sure how the intercept or some of the enemy effects worked like bone something and earth something. But really, really neat!
