Thank you :)
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Really cool and it's awesome that you made this by yourself. I found that it dragged on a bit since it was only one enemy type and only one tower type. Still, one of my favourites for the jam so far.
Thank you, Nanto! Well you can use your ghost scare ability to push enemies away from the crystal and into towers. It's not presented in the most intuitive way though, so I can understand why you would miss that.
Thank you, Toaster with the Most-er! There is definitely room for tuning the core loop, the progression, and the difficulty curve. Lessons are being learned, thanks to wonderful feedback from people such as yourself :)
Thank you kindly :) Yes it was tricky to show the feedback when the player is hit in a way that works with the rest of the game in the limited time of the jam. But hey, every jam you learn a little more, so may be next time ;)
The concept is quite cool. It would have been nice if movement was a bit smoother, and if it was a bit more clear what characters were meant to do and what abilities they had. I'd say include a tutorial but we didn't really have time to do a tutorial in our game 😅 I think you can develop this concept into something really awesome.
Thank you, we're glad you liked it 😀 The difficulty balance was a point of discussion during development until the very end. I think a difficulty slider might have been helpful, although I'm not sure if we would have time for that 😰
I love the art direction in this game. The controls get a little awkward once you get all your abilities because you have to juggle the keyboard and the mouse. It would have been nice to have attack mapped to a keyboard key. It's a bold game and cool take on the theme. And again, very good art direction. Kudos.
Thank you :) I programmed the game and very nearly added "hold down key to move totem" and then I rushed off to something else. Definitely would help with placing totem and I'm glad you validated my thinking on that :)
Thank you for you kind words and for taking the time to leave us feedback. Yes, there are a couple of problems with how the scare mechanic is currently implemented: its range is random between a min and a max value every time it's triggered. The crystal will also block enemy movement even when they're scared. Those can lead to a janky experience with the scare ability. Wondering if keeping the range fixed and adding some visual to indicate the range would help here. Thanks again :)
Thank you for your feedback, and you for your idea to use static images for a tutorial. We think balancing that having some kind of slider like you would see in a mobile app onboarding experience could strike a balance between time efficiency and actually having some kind of tutorial. You got us thinking. Thank you :)
Thank you for your kind words and for taking the time to leave feedback. Yes, we've been discussing the lack of tutorial and how to best incorporate it under the tight time constraints of a game jam. We think may be have a series of static onboarding screens at the beginning could balance time and some kind of tutorial.
This art is truly inspired. Well done. I played to the very end so I could see what was around each corner. The concept is interesting and might have more potential. What is sprouts became food for critters, for example? What if you passed by certain areas that changed the type of seed that you are? Btwe, E would be a bit better for respawning, since it's right by W. Really liked the music and the art. Relaxing, enjoyable game. Kudos.
Interesting concept. May be a next step would to have enemies or traps/spikes that kill you and that makes you progress. Careful with unintuitive things that aren't explained: like blue pillars with no collisions when other blue platforms have collisions. I enjoyed this.
This is a clever idea. I really like the implementation here and the music is atmospheric. I wish I had a bit more time to get the key and get out, since it's really tight. Well done. Kudos.