Thank you for playing and great feedback!
pavelee
Creator of
Recent community posts
Hey! I played for the first time.
- Overall
- It's solid foundation for good tower defense game with mechanic of economy and interesting dark fiction.
- Gameplay
- It's classic tower defense and it's working as I expected. I am putting towers and enemies waves are coming
- I got some problems to understand the game rules. I couldn't pass the first level, but I would love to because game looks pretty interesting. I see there is some concept of economy of "slave"? I assume you somehow exchange them for souls (money?). I tried but I couldn't connect the dots.
- Probably it's the most important to help understand that so we could enjoy the game.
- I like how you design each level unlocks new buildings, it's pretty solid design to motivate players to move on.
- Art
- I like how you design the game map, it looks good. It's clearly you are learning the pixel art but I can see your effort put into that.
- I assume you could make game much more better looking with using of light. Just checkout other games that use in-game engine light effect to make game more interesting looking.
- I see you made some animations but I know how hard is to make them more, I think you could use engine to make some animations like walking (swinging on sides). There is a gamedev who shows how effectively you can improve visuals of your game with that kind of animations (he has similar style to yours) -> https://www.youtube.com/@FirebelleyGames
- UI
- I like how you design interface for the game, using it was pretty obvious, tabs are great to organize more buildings. Tabs design is pretty good.
- Sound
- There is lack of music, not sure it it's on purpose but any "dark" like music would make this game more interesting and easier to understand the mood you want to make with the game
Congratulations on your submission! Game has potential, I like your direction. Keep working!
Don't be too harsh for yourself about progress, we all know how it looks like to be solo developer :D, I appreciate your work.
Thank you for playing and great feedback!
I am really glad you like the overall concept
Sorry for the technical problems, I still have some mess in my code. Freeze is my bad, there is a bug in the loading screen logic, it shouldn't happen. I uploaded version with the fix.
Overall long loading screen is not really solvable on the web version, it doesn't really provide a good way to precompile shaders. I am using it just to make game more accessible to give a try. From my experience it's not really possible to make bigger 3D game with VFX working well on web version, eventually I will be force to me move only downloadable version, but I will keep web version as long as loading screen won't last forever :D
Downloadable version will work much better because it uses different render with ability to precompile shaders.
Hey! The game looks pretty good, core gameplay is enjoyable. I got idea of the game. I like how polished it is *clap*
Art style is good, lighting is working very well to make it more dynamic. Music is well match to theme.
UI is pretty great, responsive and didn't any problems to understand how it works. Tutorial as well is pretty good. I think problem could be that UI is pretty small, probably could be just bigger.
I got some problems with moving camera, I couldn't do anything. I have feeling camera was pretty far away, I got idea to display the whole level but someone with eye problems could not see anything, probably zoom in/out feature would solve it (maybe there is but it's not working for me)
I am not sure but I ruined my run by placing flag on wrong place so I couldn't place any other block there. I just thought that reverse move or just overwriting could just solve it.
Congratulations on your submission! For sure there is good potential! Keep working!
I like vibe of the game, i can assume you inspired by mario kart. It's solid core gameplay. I had some fun riding around, controls feels pretty good.
Music is super great match! I love change of tension close to the end of race.
I got some problem to catch enemy if i am behind and i assume items will be collectable in future.
Congratulations on your submission! Keep working!
Game has a good vibe! I really like a cat and animations!
I think you should work to put player into flow state as fast as possible, it's repetitive game but you could use it as advantage. You have a pretty great main character and overall cozy vibe. It should be like a tiktok, constantly something popuping up in front of you so you cannot stop running :D
What I would improve:
- Speed up the game by default, i was expecting some fast paced game by genre. I fully understand it could be problem for other ppl so maybe some way of choosing difficulty level?
- Game is currently roguelike, i feel there could be 3 life at start and just simple way to restore it (some snacks etc)
- I wasn't expecting that pigeon is an enemy that would kill me :D
Congratulations on your submission! Keep working!
Hey! Game looks interesting but i got some problems to understand movement mechanic, so i can just only warp around and cannot just move? I couldn't pass the game to boss due dying too early not understanding how to move properly. Maybe it's just my issue but just sharing my experience.
Visuals are pretty good it's a good direction for this kind of game, didn't have any sound
Congratulations on your submission! Keep working!
Hey! I played second time
- kick physics - is it fair? does it feel "in control"?
- It works much better then in the pervious build, it was easy to hit a package (no problems with aiming). Overall controls of the game feels good, I like walking and kicking
- package physics - does the package movement and bounciness feel balanced?
- It feels ok but I fell there could be option to choose power (like a golf game) so I could feel more control. I think it could be good design to give player tools he can master by time.
- which debug settings did you use and find more fair/satisfying/balanced?
- I tried only to change my kick power but I didn't find any good results
- Is level layout clear and readable under time pressure?
- I assume there is one level, it's pretty clear for me. I assume you work on other levels
- Does current artstyle fit the game vibe?
- Yes, it's great fit
It's pretty good base for turn base tactic game. Mechanical it's working pretty well, I know how to move and attack. Camera work is pretty good.
I was not sure about RPG part of the game, how to mage your team and level up them. I was not sure what it was difference between characters. For sure it's pretty hard think to make but it's part of RPG games to create interesting characters.
Art has something wrong about the game probably it's just problem of no cohesive. I would prefer 8px characters but cohesive with the rest of the game.
Music is not matching the game so there could be improvement.
I am not sure but somehow I felt that game could be made by AI. Just saying that people could feel that way and push game away. Probably is just related to art and music.
Congratulations on your submission!
Hey, It's good mobile game!
I like how you designed tutorial I got the idea pretty quickly.
Gameplay is good, game could be challenging when you want to do this quickly but I sometimes got feeling there could restriction how wich direction you must point with your shoes not only two option.
I feel there could be more variety in the game after few levels you start loosing motivation because game is too repetitive, but core game loop is a good base.
Visuals and music are great! Feels good!
Congratulations on your submission! Keep working!
It's really good entry!
I passed the whole game. I really like how you designed mechanics and story with reference to dark souls. I was amazed how you reconstructed behavior of archer (running away) and first boos fight! *clap*
That small details like animations when my potion is empty is amazing!
The problem I see is peace of the game, fight is probably too slow and easy for fans of souls game. I was able to kill skeletons by just spamming attack. I would encourage to just "copy" feeling of hollow knight into the game, it will make it really great.
Congratulations on your submission! There is a great potential in game so keep working!
Hey!
I tried the game but had problem to set up the tank :(
Probably it's just my issue to understand the process of preparing a tank and start the game, I stuck on message that tank needs a turret. Probably making process as easy as possible will help more ppl to try it.
Maybe there could be prepared upfront configuration so I can straight jump into the gameplay?
The whole idea looks pretty interesting by description and screenshots, good job!
Hey! I see you did a good improvement since the last jam.
It's still pretty overwhelming but tutorial is pretty good direction. I really like how you did animation for button click confirmation. Maybe game should start with some pretty easy foe or just shorter level?
Not sure but I got problem that game resolution is really small so it's pretty hard to read a text (chrome)
Congratulations on your submission! Keep working!
Hey! Nice to see you! I played second time the game.
I see you did a lot work with tutorial improvement and overlay explains the game! It's pretty great implementation. For sure you are the best in accessibility and that's great to see great examples how to do that :D
You implemented sorting items and it's pretty great, that's much better experience! I would prefer to have level descending as default sorting :D
When I was playing second time I thought it would be cool to have some way of speeding up process of taking loot. Sometimes I have feeling maybe there could be less loot and less slots for items? Just to seed up process and focus more on decision about loot I want to take.
I think there is potential problem with "current focus" UI. When there is dialogue I can still click buttons in background (pub, inn, inventory). I did not brake game but it could cause problems in future. Probably you could use the same implementation idea you use for overlay. I do have the same problem when creating more complex UI (popups) :D
Second thing I notice is small tolerance for mouse position when dropping item. When I was using it for the first time I thought I cannot drop it, but it was about pretty accurate positioning of my cursor.

Congratulationson your submission! Keep working!
Hey! It pretty fun game!
It's hard I couldn't stand 60 seconds but still I tried many times. I like the game peace, there is no delay between death and next try.
I like your design, hitting enemy prevents bouncing so you are rewarding for good aim but still we have enemies that we can only kill by bouncing (front shield), that's really creative idea.
I agree with others that auto-fire feature is not really necessary, I got the idea but game is pretty hard without it.
Music is good, well match for the game.
I think this game could be divided into different levels where you scale up difficulty so player could have much more fun with completing them and you will have possibility to implement progression into the game (shields, dash, extra life etc).
Congratulations on your submission! Keep working!









