Try moving the SFX settings bar around a bit in the browser version, and that should fix it. And I fixed the bug in the exe version, please get the updated version!
ShenTzu Games
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The art is great and there's good potential here! I had trouble figuring out how to brew potions though, like how to set process each herb. Clearer instructions (like a tutorial picture with the steps) and more feedback from the game (like an error sound when you do something wrong, or a pop up saying what you did wrong) would help. Keep it up!
I like the loop of defending during the night and going out scavenging during the day! I was wondering why I couldn't buy more than a few towers, but I saw you said in a different comment that it was capped at one of each type. In which case I would have liked it better if it was more effective since I quickly got overwhelmed after a few nights xD Good start for your first game, keep up the good work!
Great game that reminds me a lot of the old Age of War flash game back in the day, love it! One of the other comments mentioned not knowing the recipes, so I'd like to add to that by saying an in-game recipe book would be great to have. Even if you don't want to straight up tell people what each combination does, you can have it unlock recipes as the player discovers them, or give hints like "fire + earth + fire = ???". One pretty major thing I noticed while playing is that after retrying the last level a few times, I noticed that my card hand was shrinking, and eventually I went from having 3 cards in my hand at once all the way down to just 1. It might have decreased the number of cards in my deck too, since in the end I only saw earth cards (which actually helped me beat the last lvl since I could spam tier 3 earth golems xD). I don't know if that's intended as a punishment for retrying, but I thought I'd report it anyways. Keep up the great work!
Great art! You got a really unique art style that really stands out. The game said it's about dealing with grief, though I didn't get that sense until the end when the chapter title came up at the end. A little context in the form of a cutscene or a few lines showing what's going on would help there!
Really cool concept! Building your own path forward while fighting the hordes is really hectic fun. I'd recommend giving the tetris different controls than movement controls though. More than once I couldn't move the tetris piece to where I want it to go since I was already at the edge of the walkable path, and I often misplaced pieces because I was avoiding enemies. That latter bit could be part of the challenge though.
Thank you very much for buying and playing my game! I'm glad to hear you love it! I'm currently bouncing between game ideas and some commission work, but if you'd like you can play some of the prototypes I've made on my profile page! Hope to hear your thoughts on those too if you get the chance to play them! ^^
Really good game with a nice difficulty curve! The switch to the shooter part was a fun surprise too, and remembering what to shoot at what bugs got really hectic. Personally I think the box is a tad too big and there were too many fruits dropping at once to only catch the right ones in the later stages of the first half, but I seemed to always end up with a positive score even after catching just about everything. Great job!
Cool idea to have to remember where the obstacles are before going into the level! The perspective makes it kinda hard to tell where the safe spots between the sliding walls are though, and there might be too much going on at once. It might be better to have several levels where you introduce new challenges every time. Keep it up!
The tetris part was definitely very interesting. Judging from the other comments there was some kind of pattern or something to predict how it would change things, but I couldn't figure it out. Some extra feedback would be nice in the second part would be nice too. It was kind of hard to tell if my bullets were destroying things or making them bigger, maybe having the target cells be coloured or having some sound effect play when you hit the right things would help. Keep it up!
A nice game! I know you said art was your focus for this game (and it's really well done!), but I wanted to point out a few things regarding gameplay. First, it'd be nice to have an invisible wall at the edges of the screen so you don't fall off the map (when walking left or right off the edge), or at least respawn the character when you do. Second, double jump seemed a bit unreliable, or there was a really short window after you reached the peak of your jump during which you can jump again. Something to keep in mind for your next project. Keep it up!