Now that the voting period is finished, I've updated the web build, and uploaded a windows desktop build.
The fatal bug is now FIXED.
Cheers!
It felt to me like the parry happened quite suddenly and I couldn't really grasp its duration and working very quickly. It also involved all arrow keys.
It could be that there wasn't a very apparent visual indicator on the player.
For example, imagine a offensive style game, where you play as a knight. The knight holds a sword, which, when swung, plays some telegraphed animation, which gives the player feedback about things like the attack's duration. This makes the whole process of aiming the swing of the sword and attacking with it easier to grasp.
Felt enjoyable. My two cents:
The concept is nice. Perhaps a few more elements to explain it? I didn't feel very mad-scientisty while playing, if that makes sense, it just felt like regular tower-defense stuff. Maybe make the little hero-bots look more heroe-y (with capes, or something) or make the player's cursor more villanous.
The gameplay is decent. Perhaps a bit more individuality to the functionality of the rooms? The rooms looks very different, but operate quite similar. There seem to be subtle differences in the kill-zones of each room, but it isn't made very apparent to the player. I couldn't tell from the beginning that the fans were not that good at killing enemies that turned just around the corner. I'm not sure if that is by design, though. Ultimately, up to you, depends on how you'd execute it.
The intuitiveness of the game felt ok, too. It mostly just requires a pump of game juice to improve in this area.
Best of luck, fellow game devs. I envy your success :) perhaps someday I will catch up
Extremely cool idea. Love the snappy feel, the visuals, juice elements all really drive the point home.
It's very difficult, even accounting for the fact that one may be used to the polar opposite game setting (of a more offensive style). I like that, personally.
The overall design felt nice and uncluttered. Kind of reminded me of Smash Hit (a mobile game).
I will say that the tutorial confused me a little in the beginning. Could be attributed to the unusual design, though (as compared to offense). Maybe it's just me, though.
All the best :)
Hey, Matt.
Because of a series of very unfortunate events, the version of the game submitted has a fatal bug, the one which you encountered, and you can't progress further in it.
Since the jam, I've fixed the bug. If you want, I can send you a build to play personally through a file-sharing medium.
Sadly, the bug cannot be dodged in this build, and I don't think this submission has any hope.
:( I'm really sorry, man.