Cool game!
I love the smash bros style increased knockback with "damage"/stability.
Though I got stuck in the shop where escape would close the shop but open the main menu and leaving the main menu reopened the shop.
SledDogGames
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Pretty good, especially for just a day. I would love some corny farm music and some SFX. Also, I think a little additional time planning out the upgrades so they feel a bit more impactful would be great. I really wanted damage/fire rate because the spawn rate was too high to outpace, but sometimes I got neither as options, and then the upgrades didn't feel too meaningful or like upgrades at all. But that is me being really picky for a game jam game especially if you built it in a day. I like the general control scheme - it felt good after taking a few minutes to get accustomed to.
I love the idea! Outside of it just being balanced to be a little rough though, I think it would also be more satisfying for the player if kills feel like they award way more than the cost for killing them even if you compensate with having the towers cost more. Right now, it never feels particularly rewarding as a player imo.
Fun idea and pretty good implementation! Tweaking the hitboxes and adding some clarity on things would be nice. Seems like the first level required you get all the coins to advance, and maybe that was what you needed for the second level too and I didn't get them, but it felt like just getting to the flag might be what was needed there - but that didn't seem to do anything? If getting all the coins is the win condition, then it feels a bit weird since then you don't have a choice with the tradeoffs - but maybe I was just misunderstanding part of it? Either way, it was fun and I liked it despite my occasional confusion :')



God only thought he made me an endless runner - but I scammed him good and took all his steps.