I’m glad you enjoyed the game! Based on what you said, I should adjust the enemy damage to increase a bit more each round. Multi shot plus explosion is so much fun visually, makes you feel invincible.
rather_tired
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Ok, this is great for brining awareness to why drink driving is so dangerous. 1000M may not sound like a lot, but I barely made it past 200m (to be fair, that box should have been cleaned up before I got there). Really simple and great game. I feel like the distance to travel might be a bit excessive, but I am sure it feels like an accomplishment to get home.
I like the art style, very simple and nice. I felt like any of the movement options got me hit more often than they helped, but then again, not moving also got me hit. At some point it felt like there was nothing in my power to actively prevent what was bound to happen. I wonder if you could increase player interaction by allowing for players to click and shoot a specific enemy once a second or something as a panic strategy.
I enjoyed the game, I was not prepared for circles after the artwork already given, but I really liked the towers. It felt like there was not enough currency given for each kill. I often got away with the same exact set up (two towers left and right, and a third at the bottom), only time I changed that was with the heavy towers, and even then it was to the left and right. I think that would improve with more enemy types and reason to put towers further from the source. Overall good concept!
The screen size did not scale properly so it was impossible to see the controls; I could loosely tell what the movement keys were, but the attack buttons were offscreen; lower "half-inch" or so was missing (about the knee height) and then about the same on either side of the screen. I think I would have had a better time if I knew the controls.
I like the concept, but I was really confused on what was going on. I got stuck at the 3rd for 4th level (opposition), and could not figure out what I was supposed to do. Pressing the advance key sometimes caused the timer to go down, and sometimes it didn't. I felt like more direction was needed. I really enjoyed the potential and concept tho.
This was so good! Boost, boost, boost! (Why is one character getting so buff in the back of this guard line, king? Wait, is that a sword! ONE SHOT!) It took me a while to realize each character had their own ability, and I wish I had known that option three for items was using all items in the list, not just the third item... poor character thought she was drinking a MP potion... drank the thorns too.
I think I understand what you are going for, like a civ-builder. I would have likely gotten into it more, but the font was nearly impossible to read on my screen. I tried resizing the screen multiple times to different sizes, and could not get the font to be legible enough to easily understand what was happening. Excellent concept! I just need more direction.
Really interesting interpretation of the theme; It makes me think a little bit of the mini game in Legend of Zelda: Link's awakening, but on a more chaotic level. I am not sure if I was pressing the wrong button, but the game seemed to either crash or not have a "return to menu" state after a game over. It would have been nice to have some sort of feed back (audio or visual) from getting hit; the player would flash as if damaged after collecting an item, so it was hard to tell if I had been hit by something.
This was a really concept, but the controls made it difficult. I found it awkward to use the mouse button to fire, especially with that fire being not mouse directional, but instead based on player position. It was amazing that the player firing moved the box around, but that made it very difficult to move the box down, because it took an extra jump and sticking to the top of the box. I think if I hadn't felt frustrated by the controls, I would have kept playing and trying to get better. Artwork was really cool!
This reminds me of "Penguin Learns to fly" (which makes me feel a little old now...), I had a lot of enjoyment when playing, but I found it hard to control the boost and jump because they were tied to the same button, even though it kept controls simple. I do like collecting yarn as a currency, but feel like the player should be rewarded for getting a personal best distance, or even just some amount of distance.