Glad you enjoyed it! The grab ring is definitely a head-scratcher.
nghillaz
Creator of
Recent community posts
Glad you enjoyed it! Always love to hear my puzzle games "got" someone :) But yeah, I initially wanted to add more strategic depth through more token attributes and potentially slay the spire-style "relics" but ran out of time. Decided to focus on finishing the Death and Sticky attributes since that seemed like a complete "idea" with emergent complexity. I also think potentially adding bigger boards after the player gets some experience would allow more complex states to develop.
Game worked for me! Although it did ask for network permissions and freeze for a bit when I declined. I think the idea of having some sides affect the countdown more than others is novel, and made the movement a puzzle. That said, since moving "toward" the camera revealed a face that you couldn't see, I sometimes had to guess from memory and it was frustrating to be wrong.
The audio and visual design are great though. The rewind visuals especially are really nifty!
I like the stark blood red contrast - strong visual design. The bleeding effect is also very fun. Otherwise seems like a decent survivors-like with good pixel art animations. I think the main thing I'm missing is knowing if i've reloaded yet or not. I'd be interested to hear if you have plans to develop more blood-based game mechanics. Maybe different types/colors of blood from different creature types? For example I could imagine zombie blood harming instead of healing.
Ooh I like the semi-permeable walls! Won't spoil, but I saw one of the objects and though "wait a minute...".
On the note of traversal, I may be missing something, but I think if you could sell the goods at different places and/or there were timed flash sales in different places, it would incentivize running around in chaos mode. As it was, I mostly timed a few markets in the same area over and over and was never really at risk of having my futures expire.
I really like the concept of building your own tower defense paths. Normally in a tower defense game, you'd want to make as long and winding a path as possible, but if that path also provides city infrastructure, you have a dilemma! I think that has a lot of promise.
Bugs aside, I think my biggest issues were not knowing how much buildings cost and not knowing how to get money (there may not be one besides the steady income?). Without those, when I couldn't place a building, I wasn't sure if it was a bug or I couldn't afford the building.
Absolutely beautiful art, music, and general atmosphere. I couldn't find the last silo and lost. But that one silo puzzle in the sky was a great "ahah!" moment. Would like to see that expanded further - the "2D planet physics but actually 3D interaction" is really intriguing... On a side note, it would be nice to have a "skip intro" button for subsequent attempts.
Hey! One of the creators of Camp Shepherd. I really like the addition of the sheep and how you can't stack towers for crazy sharp turns, really balances the game.
Here are two of my cheeky solutions: https://imgur.com/a/bQ7F5AN
