You throw it into the machine with the wheel and it should attach to it. ;)
Pigeon
Creator of
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This is such a charming game, I don't know why but your water graphic really appealed to me, that simple scrolling sea was surprisingly calm, then I wasn't expecting the shark. I struggled to control during the fight with the shark which made it feel a bit rough and pray for the best but honestly that might just be me being bad at the controls. All together a very charming game, Well done!
Nice little game! All the clues are consistent and finding out the details was quite fun to catch everyone. It would have been nice to be able to skip through some of the intro dialogue as I read it faster than it ticked through but that is a minor thing and doesn't detract from the solid game you have made, Great Work!
I really like your take on the theme and there is clearly some strategy to balance in this game. I found the start initially a little slow and confusing, if you had more time added a little to the UI to show what the sugar and water income is would help with balancing out the values. But loved the strategy and feel of surviving the winter with careful placement. Great Work!
The voice acting on this is great, and the game overall has a lot of polish for being made in a week so great work to the team for that! I did find the traps and defense portion to be a bit redundant as I would just end up fighting the enemies anyway, I think if you had towers which do damage or if the player had a weapon that had Area of Effect then it would give a purpose to bottlenecking the enemy. Then maybe you could add traps to refuel the AoE attack or something to charge it up. Either way for a week impressive work!
A nice little relaxing build game, your game looks really good, and the storm mechanic is so polishes and snappy it was a ton of fun just pushing the storms around. I initially got confused about the building so built 10 lumber mills thinking they just passively made lumber, but that may have just been me misreading the tutorial ;)
Cool Game! As others have said being able to organically choose your difficult but accepting or rejecting people is a really cool idea. The action section of the game I feel would feel better if the players attack had better range and move speed for both the player and the enemies was increased a little, to give a more responsive but more frantic feel. But you definitely have a really cool idea here if you want to take it further after the Jam!
Cool Game! I really like the visuals and the feel, the idea of sailing into the storm to get fish and desperately keep your boat afloat is great. I did struggle with the fishing min-game and still not entirely sure I got to grips with what I was supposed to be doing, and a lot of the interactions on the boat took me a whole to figure out so ended up sinking because I was just dropping an empty bucket on a fire or trying to fill it from the sea. But once I got how things works you have a great game here!
Nice Game! A nice use of the theme to create your calm farm followed by the aggressive human invades, I also do like the setting that your turned it on it's head and your just a demon at home being invaded by humans. This game definitely deserves more ratings, in future I would suggest building for WebGL in unity rather than PC standalone as that will let in run in browser and you will get more people giving your game a go as they don't need to download anything. Definitely good work for a game in a week from scratch!
A really solid little entry! I think you really nailed it on the head regarding bullet amount and spread as well as damage vs enemy health, it felt super satisfying to gun down the enemies but definitely didn't ever feel trivially easy so great work on the balancing. If you took this further some kind of upgrade system, maybe dropped after each storm would really add to the replayability. All told great job!
Nice game! I liked the whole go raid for materials and fill up your bag to get your upgrades addition to the wave defense model. It was cool, if you took this further it would be good to be able to upgrade your character as well as your base, like having a bigger view area or backpack etc. Got some potential here!
I love your take on the theme, the storm of customers is certainly the worst storm I know of! :D I found the movement controls attach to the aiming a bit difficult to get to grips with, but I was playing on a touchpad so that might be on me. I did enjoy the silly feel of it though of just lobbing produce at customers. Tons of fun!
The art is really cool, honestly thought you would run out of sprites but then increasingly new enemies kept turning up each wave with a different attack and everything. Amazing work, I did run into a bug in the shop, I didn't seem to have any money and could either upgrade everything or nothing which seemed like not the way it was intended ;) If you do any post jam tweaks I would suggest putting some visual feedback to one enemies get hit, just flash the sprite colours is often enough to give the player a nice bit of feedback that they are doing something. But as is, for a weeks work it is incredible!
I love your take on the theme, it's really great to be the one causing the storm. Unfortunately I seemed to hit a bug that I just couldn't get the storm itself to work, or at least I was doing something wrong as when I placed both markers nothing seemed to happen. But it was still cute to just watch their little ecosystem grow. Really fun, well done!
One button games are always really cool to see how you can make something so simple engaging and you have done a great job with it here! I personally didn't find much difference between the wizards as I just used a strategy of watching a specific spot on the screen and releasing when the wizard hit that spot, which carried me through the game. But the art was great and the animations were great, I even managed to both win and lose at the same time which looked really cool! Great work!
The game has come together really well, especially considering you made everything yourself! I really liked the twist of being able to place your own path alongside the combi finding for the towers, if you took this game further it would be cool if the path placement had more meaning, maybe by having enemies that can jump a path, or environmental features you could path through like frozen lakes or lava pits. You got a great concept here, amazing work!