Thank you! I'm not much of a musician, ahaha... I didn't want to do something royalty free, though, so I toughed it out.
SoftServeDemo
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I think there is potential for an amazing game here. Genuinely the most interesting tower defense concept I've ever seen. However, rats dying feels unfulfilling, and running out feels really easy for a slow, painful, and inevitable death. It also makes the items that upgrade them feel meaningless. I would absolutely love to see this improved upon and fleshed out, though.
There is a very, VERY good idea here that I'd be very interested in seeing fleshed out. As is, though, the difficulty feels very overtuned- getting even a few boxes can be pretty hard, let alone eight, and controlling the ship is far from smooth. Aiming the cannon is really difficult too, and the entire time, you have to worry about bumping into a rock at a weird angle and getting your health shredded. Very well put-together though. I'd love to see it expanded upon.
Honestly, more than the circular path, I was fascinated by the towers breaking down and the enemies defeated acting as "currency" for unlocks. I managed to hit 235 enemies defeated on one round. I feel like enemies shouldn't have been allowed to spawn as close to the cities as they can though, and the city position randomization can be similarly weird- my 235 enemy run had both cities next to each other, making things much easier.
27 Loops. Best time: 57.53.
Super clean all around! Literally just feels like a full, actual game. Art and sound design are wonderful, and the progression mostly felt good. I do think that the ability to recall the ball came a little late considering how easy it could be to get it stuck somewhere you can't reach- made the earlygame somewhat frustrating. Super super good game overall though.
I've played a lot of lasso games already this jam, so my frame of reference for them continues to expand. This one is fun, but it suffers heavily from unforgiving loop detection combined with fast enemies and a tight stamina bar. It gets very easy to feel like actually killing anything is impossible. Beautiful art and sound design, though.
Really cute and fun game that deserves more rates. I wish the reward for doing well was more than just "extra lives that don't reset the timer," but it was fun anyway. I can see myself cracking it open more to see what the biggest fish I can get to is- though, in the lategame, the screen gets so swarmed that the next thing I need to eat struggles to get through sometimes.
Very fun game. I would have liked to be able to see my full line to help with drawing loops, though, and on my entire way to 1000 points I never saw a single bomb. It was still fun to draw around the monsters though. I could see potential for this getting expanded into a full thing- maybe with a wider variety of monsters?
Extremely cute art. Very... particular writing sense. Was overall fun to loop the tasks- I got You Qiang on Day 11 at around 79 Pity- though I do think making one of the possible Dailies "sit around for 20 seconds doing nothing" was a little questionable. Also felt like the rhythm game could be a little punishing, but messing it up never actually lead to me dropping a daily, so it's probably fine. Very well put-together game. Good job. I like Ako-chan and Neonis Smashenburg a lot.
I'll be blunt- I can't say this clicked with me at all. Sanity upkeep felt impossible, and the time limit on each day was extremely limiting- there was only barely time to do laundry if I focused entirely on it, and heavens forbid trying to cook at the same time. Probably just serves to make this more realistic to the real experience, though. Judging by the other comments, it might've been a me issue, but it was an issue nevertheless.
Very cute thematically. I appreciate the reminder that sometimes a game dev is also a father of four.