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moab36012

4
Posts
A member registered Feb 25, 2022

Recent community posts

1.) Is the process of building and upgrading a tower intuitive?  Do you have a good sense of the range of a tower?


The building and range was intuitive and I liked it. However I was unsure what upgrading did. Was is just health or was it range and damage as well.

2.) Besides a bit more information regarding the specifics of towers and upgrades, is there anything you feel would improve the user interface?

A pile of rubble would be better than the red tiles in my opinion as it would nicely wrap up the graphical side of the program.


3.) How do you feel about the difficulty of the game?  We aimed for the prototype to have a rather high difficulty, as we wanted players to hit an end point (losing).  Compared to this, what sort of difficulty would you like to see in future versions (Easier, much easier, about the same, harder because I'm a masochist, etc.)?


At this time it is a fair game with me reaching wave 20. I would like to see the game gain in difficulty over time and maybe additional towers unlocked over time.


4.) It's hard to tell (especially with some graphical glitches we're still running into), but each tower does subtly show its health.  Did you notice this fact, and if you did was the display useful? 


Once I knew where the health indicators were it was easy. I rather liked this method as it makes you double check the status of the towers.

1. How do you feel about the length of each in-game day? 

The days feel fine assuming more and more things occur each day. At the current moment I always had plenty of time to do things and just sat around in the middle for the last 20% of the day.

2. Is the amount of time you get before your oxygen runs out a good amount? 

No. I believe it drains a bit to slowly. A potential idea may be to implement a sprint that takes more oxygen.

3. How intuitive are the controls and the events? 

Simple and easy to follow so acceptable. Once I read the how to play it was simple.

4. What do you think about the enemies (how they play, their health, the damage they deal)? 

Both the enemy and the player's projectiles seem too slow. I never once had a problem with them and I would just spam gunshots at them from range.

5. What do you think about the item drop rate from enemies dying? 

They worked but I never seemed to need them. It came down to never really using much of the resources so I could just walk to the normal spots for refills

6. What do you think needs to be improved to make the game more intuitive and fun to play? 

Faster projectiles and more varied enemies .

7. What would you rate the difficulty of the game as (between 1-10) and why?

I would rate it a 2 as the enemies are more a inconvenience than a threat and the resources were used so slowly I had no issue refilling.

(Noah Pantoja)

1. The movement is good but there are many areas where the jump is not high enough to reach and places the character in a inescapable trap. It may be just me but a small explanation of how the controls work would be nice.


2. The camera works great. No complaints and it feels clean. Great HUD especially the health  

(Noah Pantoja)


1. The player abilities are simple to use and easy to follow. However there does not seem to be a reason to need to use the slow down time power as the enemies can be easily avoided.


2.  The game feels pretty good but some awkward random teleportations throw me off sometimes. They only seem to happen when entering a bottom or right entrances


3. Different types of enemies as the current one is too easy to avoid even without powers.