Loved the concept and the animations! Especially taking the candy with the sword was so cool I tought it was gonna stab the kid and worried lol.
shellan
Creator of
Recent community posts
I always loved the cell stage of Spore and got bored on the rest, and this feels like a rogue-lite version of it, which is a very cool idea. Had fun, but felt like a bit guidance was needed on some stuff, its a bit confusing right now and understanding what does what is a trial and error, but loved it and its completely normal for a jam game that is made in one week. Its also crazy that you made so many parts/upgrades in such a short time!
It was fun and so frustrating at the same time, but I'm guessing thats the whole point and it definitely achieved that. Dropping all the members after gathering that many or while the bar is so close to getting a new member but it gets hit by something is so frustrating! I feel like abilities could've been stronger though, all the time I just tried to get whichever member I found, without caring about what ability they have. Overall liked it quite a bit!
Thanks for the feedback! I will definitely rebalance it/change some stuff, units were actually staying at the start but at some point I have realized that buying a lot of units isn't really punishing and wanted progress to be not just perma upgrades between runs but also knowledge being an upgrade by itself. "If you know how many units you'll need for a particular wave then you can invest the rest on buildings", is what I was aiming for. But in the end as you can also tell I couldn't balance it nicely which made early game grindy and late game pretty easy, so appreciate your feedback a lot! I will definitely improve and also will consider balance part from the start next time, not as something "I can fix later".
I love the concept "Build your own level with the pieces I give you." and different tiles having different mechanics while you play them and when they are placed is amazing. What I would really like would be a different key for placing stuff, I kept on placing tiles while trying to jump back already. Also I know this is a design choice and I totally respect it but, maybe "resets" could only reset the last tile instead of the whole level to fix the one misplaced tile, which sometimes completely ruins the level and also ruins the pacing while you have to put all those tiles back on spots. I had a lot of fun playing it!
Its quite fun, feeling of progress is nice! Only thing my eyes wanted to see badly was health bars or some visual representation when something took damage, on late game it wasn't a problem while I was crushing everything but in the early game where I barely scratched the turrets, I would've loved some visual feedback. Nice work!
Love the art, love the concept, love autobattlers in general, its amazing! There are some balance issues for sure, and bugs making it not possible to buy stuff while I had the money for, or sometimes fields/units merging but nothing happening at all, making it difficult to min/max stuff to make absolutely crazy builds, but the core is there for that! I had so fun even though some of those issues were frustrating at times, and bugs and balance issues will ofc be there for a game jam, I would definitely love to see an update on this one and come back to play, amazing.
I love the concept and art. I don't know about the real world battle maps, not my cup of tea but liked the bench one. I'm a huge fan of auto battlers so had a lot of fun, also it'd be amazing if we could change the position of a unit after putting them, while I had a few battles where I couldn't position stuff as I wanted, but its a very minor issue. General readability is good and unit balance can be better but I think overall pretty decent. I couldn't completely finish it yet, I will come back to it to see the end but I'd also love it if we could visaully see the progress on how much we've united on the map or something like that. Great work!
Love the visuals so much! I'm guessing it was made to be a multiplayer so if zombies are to be controlled by players I don't mind the ai, but if zombies are to be ai, then their targeting system is open to a bit of improvement, they kept on ignoring me and going for other beets, making the game easier at some point. I could've held on one wall forever and felt like the game was over there, so there could be either increasing difficulty, different enemies, or upgrades etc based on the amount of zombies killed. It was so fun!
Thanks for an amazing and comprehensive feedback, pointing out the problems I exactly think I have! For sounds I sadly didn’t have enough time while last 2-3 days I was busy and for art I’m trying to better myself. I will definitely try to polish it more/add content afterwards. Thanks for the encouragement!
