Haha we also came to that conclusion with controls, too bad we only did AFTER the submission window was already closed. Thanks for confirming it to us though!
MyrtleMist
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It's quite ironic that we were developing it and the whole time thinking "it will be too easy" just to get our own asses handed to ourselves when we actually playtested it. And since we can't even beat the first 5 waves it basically means the shop mechanic is as good as non-existent, it may be our little side project that we will rebuild and make into a full game in the future, with way better controls and balancing.
Okay this one is dangerously addicting. The song unironically is a banger. The only thing that could boost this game's artwork rating is some kind of tileset or shader for the water and some kind of utilization of the cat portraits featured on the promo image and description.
This has a lot of potential as a casual game if more features are going to be added.
This one really had me glued to the screen for a bit. Very interesting take on a "loss" condition where it doesn't force you to restart completely but instead makes you redo towers of a specific "player". The style has quite a bit of charm with it having a hand drawn feel. Music made me have a genuine giggle and I appreciate an attempt at making your own soundtrack for the submission.
Really would like this to be turned into a full game at some point.
While the concept isn't the most innovative, the loop was engaging enough that I actually wanted to test out every power up and see how high I can get. Artwork is well executed for the style that you were going for, going for a minimalist 1-bit style is smart for a short term project like that. Music was great, but only deducting points because it wasn't made specifically for the game.
Yeah we thought the game would be too easy but turns out it was actually way too hard hahaha. Not even we as devs could complete all 5 waves. We already figured out potentially a better control scheme for it which would make it way easier to dodge and juke enemies, can't really add it in this iteration anymore, but maybe in the future when we start working on it again.
Yeah it mainly is hard because we couldn't decide on the more satisfying control scheme for it. I am glad I brought up making enemies larger right before submitting it because it was even worse when all enemies were like half the size of the player LMAO. I personally can't even get to the shop because I die at wave 3 usually at most.
We were thinking of maybe making this into a full game since we do feel like the main gimmick of it has a lot of merit, just needs to control better and have more content.
