Interesting idea with blobs roaming in their habitat, really needs interactions and different behaviours for them, so you can play around with changing ecosystem.
Neonage
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No gameplay really, you just unlock every upgrade and that's it, zero challenge, theme justification is far-fetched and strangely conveyed, almost no explanations inside the game. Conveyor belts connection blocking works half the time and is annoying (ex. output can be blocked by inputs and you won't see it). No music or sounds.
Seems like it's a Unity performance issue, your game eats 1GB RAM each second and freezes at 17GB mark, same thing happens in some other entries, I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Seems like it's a Unity issue, as it happens in some other entries, I've posted on forum about this https://discussions.unity.com/t/announcing-the-20th-anniversary-official-unity-g...
Looks very cute, but... Performance.
It eats 1 GB of RAM with each second and taxes the CPU to hell and back (20~35% on Ryzen 5 4600G).
Froze completely at 17GB mark (about half a minute of playing the game, and was kept in memory after alt+f4).
That's not the first game I've seen that has such issues. Exactly the same thing happens in Time Heist (but doesn't feel laggy, somehow). Same thing in The Last Second, but it keeps clearing the memory - thus doesn't crash, but it's just unplayable with constant GC spikes.
Maybe Unity 6.2.10 has such issue? Or the URP? My game was made on pre-release 6.2.12 and was using BIRP - works wonderfully.
:(
The first platform jump is very annoying since slowdown time is so short and you can't know where platform is currently at ahead of time, so I had to pass it without slowdown by very precise jumping, took a lot of tries.
Suggestions: implement "jump buffer" and "coyote time" (if not already), make player move with platform when standing on it, make the level properly visible, so you don't jump into abyss.
Unity advice: always use FixedUpdate and linearVelocity to move characters, always enable Interpolation on Rigidbody, use LateUpdate on camera to follow transform position (not rigidbody position! the transform one is interpolated for use)
Not bad! Nice idea and labyrinth design, can be an interesting game with more mechanics and polish, most probably would work best as a puzzle. Two issues: shoot sounds are infinitely repeating (did you accidentaly enable Loop?), and movement direction is not relative to camera.
Also, cover art is cool! Gives old 3D vibes :)
Very cute, love the enemy sprites, animations and patterns, but the difficulty is all over the place, there is no invincibility frames (god how I hate that in such games), and boss that clones exactly you and kills you with the same amount of hits as you would kill him - literally in 1 second with fast ranged weapon, is very stupid. Melee weapons feel useless. Chill music doesn't fit action combat
Idea is nice, the cutscene is funny and explosion gives Half-Life 1 vibes.
For me the performance is abysmal. Web build straight up crashed my browser so hard that it won't open until PC restart. Windows build is extremely taxing on the CPU (Ryzen 5 4600G) causing constant unbearable lagging (not even low framerate, which is worse). Can't appreciate the experience properly because of that, won't be checking other endings. No idea what you could've done so bad in such scene, please investigate. My only guess is that you have many-many lights with shadows enabled and it spams "Reduced additional punctual light shadows resolution to make shadow maps fit" in logs
My suggestions:
- Focus on polishing core game loop aspects, balance and feel, it needs to be challenging and engaging.
- Develop consistent art style and change setting, maybe experiment with 3D art (you can check out Unity's Tower Defense Template).
- Add VFX that makes it easy to distinguish which towers hit enemies.
- Add enemy healthbars.
- Add tower stats info when clicking on tower, show tower range, also info about upgrade cost and changes.
- Add abilities that go on cooldown (ex: drop a meteor in clicked area).
- Add risk-reward mechanics like: investing gold in "mines" that give you more over time, summoning wave ahead of time to get more gold.
- Make less cells for towers to balance the player's power spike.
- Make levels, start game with small and simple ones, introduce new enemies and mechanics gradually.
- Star-scoring at the end of level based on how much HP you've got left.
- Add bosses.
Basically - look at all the TD games you like and analyse them thoroughly, see which common things you must have, which unique mechanics you like and what you may experiment with. And don't be ashamed of copying - everything was created before, we remix things, we put old stuff into a new context, thus making it unique and with our own flavor!
Player constantly trying to clip through the floor and just falls out of bounds if you try to rewind, also you can get on top of props and walk over the whole level with no way to get down. Press Rewind UI conflicts with Level Complete UI (can't press next level until rewind out of level complete trigger). Wasn't able to get down the stairs on second level due to first bug. Also there seems to be no difficulty since you have so much health and basically can always rewind (I was able to just run through all bullets on first level without rewind).
My suggestions: make very little hp (maybe even one-shot), reduce number of projectiles, improve hitboxes, improve movement, make rewind ability a limited resource for a whole level, add more mechanics and introduce them gradually throughout the levels. Maybe try to rework rewind ability so it rewinds only the level, not the player, just to experiment. Also, will work much better with simplified and stylized visuals instead of semi-realistic assets, and without heavy post-processing, that will bring a lot of visual clarity to the gameplay
Very fun concept, nice music and sounds, bird animation is super juicy and cute, but a bit too difficult with very narrow magnet timings and strange hitboxes, also what is supposed to be on last (?) level with UFO? For me - bomb exploded spikes, music changed, blue platform attracted by magnet and nothing else happened
Like the music and goofy vibes, but I don't understand how you supposed to find the order, as there are no clues to day of the week in the dialogues (only a vague indication of when event might've happened relative to other events) , and the fact that you need to find a correct day for killing of each enemy makes it quadruple times worse. Maybe I'm not understanding something, but it feels like a time wasting memory game (which is not fun when you have bad memory)
Strange and overly ambitious mess of ideas, didn't understand anything until read the page description (should've been in the game).
Overall very confusing, non-intuitive and extremely buggy. I've honestly tried, but couldn't find any fun as bugs kept getting in the way (buttons not working, money not refreshing, upgrades getting saved for some reason, "not enough money to build" after Reset, last enemy got stuck at the end and wave won't end). Music gives you sound fatigue very quickly, enemy sprites are not pixelated and out of style, same with the bear model
Yeah, many told that it's too hard, didn't have any time to test it with others. You can try to reach the final boss and there will be a checkpoint, and you can cheese it - leave the game over screen until it reaches the boss, then checkpoint will activate and you can just press restart and fight the boss :)
There is no other scene after space, it took me entire day to finish and barely on time :P
I don't get it. Is white screen the ending? If so, why it just repeats afterwards with random number? I thought you need to go through multiple loops for something to happen, because for me the number was descending until few runs. Feels like a waste of time with random philosophical sentences all over the place, totally not for me. And loud alarm sound gets very annoying very quickly. I didn't feel any tension since I didn't understand what you have to do and then it would just get reset, only later did I notice that some screens go black, but that did not change much since I've already brute forced the ending.
Really like the vibe and music of the first level. The game is completely not working - UI buttons do nothing, movement direction is not relative to camera, can't look around in web version because of cursor lock, character "falls" when walking on grass, items/coins are not being collected, and what are you even supposed to do? UI is ugly as hell, would've worked nice without it.
Interesting concept, the level before the last one is very frustrating because of the moving platforms and need to instantly switch looking at statue, had to brute force it. And the last level feels.. cheesy? (as you move statues to the very corner of small box). Would work great with scary sound design and retro-ish style, you can try my game to see what I mean ;)
Nice idea and execution, but there was no difficulty during 9 waves and it really spiked on final boss, wasn't able to beat him as I received no healing cards, even worse that there is no checkpoint. Would work wonders as a full mobile/web release, I'd suggest to add tutorial on tiles rules and add skills/abilities tied to meta-progression (deck building would be the best!)




