Okay it was probably my own fault, I had been assigning them to gathering but maybe they only gather one resource and then go back to idle.
Static Leap Studios
Creator of
Recent community posts
It worked pretty well after some experimentation!
I would recommend the elder's dialogue not disappear so quickly, and the villagers should remember their tasks between waves instead of automatically going back to idling/farming.
When the villagers were gathering or building, there was not much feedback on how long it would take, so the first time I thought it might be stuck.
I wished combat were a bit slower so I could get a feel for what was working.
Great work going for the ASCII style and pulling it off!
Nice work,it seemed like a big team worked hard on this!
Load time was a bit excessive, but I can see why.
The objective area in the first part was a bit unclear.
I hit a bug where if you die while draining blood, you can still move around as a corpse but always lay back down after taking an action:
I recommend increasing the effectiveness (range/power) of the character's attacks to make combat feel a little less monotonous.
Also, a slow-down effect when projectiles come close to allow more time to dodge would be a nice touch.
Additionally, I recommend allowing dialogue to be skipped past faster, because after reading the line I was just staring at the screen waiting for it to let me advance the conversation between missions.
You really captured the PS2 feel, and I loved the use of sound-waves for the theme, great work!
Nice entry!
The dialogue was a bit sad until the end, and I couldn't tell any difference between the enemy types.
There were ways to cheese the enemies by staying in certain positions, I think a ranged enemy prevent that.
The difficulty was a bit low and the gameplay started feeling repetitive, but maybe pickups or upgrades would spice it up!
I liked the confetti effect from defeating the enemies, that was satisfying!
It felt like a chill mix of Kingdom and Roller Coaster Tycoon, nice work!
There were two upgrades I couldn't figure out, since there was no option to buy them:
The windmill (maybe there is a way to take it from the bus?

And the rock(?):

I loved the art style and sounds, and the controls were very responsive, good entry!
I just fired it up again because I couldn't remember how long the rounds were when I said that and saw the rounds are shorter (2 min) and I got a different mission (laundry instead of chinese food). While keeping the customers away is straightforward, I wasn't really sure what to do to make them happy. Anyway, 3 minutes is probably the sweet spot for me, or maybe start a countdown when a certain percentage of customers leave.
Couldn't rate yet because of the queue system, but thought I should return the favor on your good feedback!
This was fun and really evoked the imagery of the sandpipers running forward and back with the waves in real life.
I had the impression that there were 3 lives, but after the first game over it felt like it dropped to 1 (I didn't try to recreate this so not sure if bug).
The gold bars are so tempting, but I never ended up being able to bring them back!
Nice assets and best use of the theme I've seen so far!
I enjoyed running around eating jellyfish, and I liked that you bring attention to the use of the ocean as a trash dump.
I can't put my finger on what it was, but the controls felt a little loose or something.
The art and sound assets were very well done, and I thought the barrell physics worked well.
The addition of a leaderboard was a great idea as well, some people got insanely far!
Really interesting 1-bit 3d style!
I did notice that the label would spawn inside the package sometimes so you couldn't read it.
Clicking randomly to figure out how to give people their food worked, but some tooltips or something might have made that part less confusing.
You're the first one I've seen going microwave with the theme, nice job being creative!
Unfortunately the settings button didn't work for me so I didn't know how to load bullets or fire.
This idea looks very similar to this entry from Brackeys game jam (is this a whole genre?):
https://emgm.itch.io/trigger-revolver
Interesting entry, although platformers aren't my preferred genre!
The player's speed felt a bit sluggish, and falling down was a little too punishing for me to complete the game.
I also had a bug where there was no sound no matter what level I set it to in the menu.
Your engine runs very smoothly on web, you're doing a great job!
That was very fun!
My strategy ended up being bouncing back and forth between the land to keep my broadsides going toward the enemies, and I was able to last until tons of battleships started spawning in.
I suggest continuing to add some more enemy and upgrade variety.
The ship handling and drifting mechanics were cool, it reminded me of a driving game I made for Brackeys game jam called Nuke n Rally.
Very nice sound and art assets, this felt like a very polished game!

That was so funny!
Very creative premise, and might be a recent memory for alot of us.
I thought the rounds were a bit long, and would have liked to try the other missions instead of repeating if the goal wasn't met.
Also, some of the NPCs would just stand in place jittering.
Great work on all the art assets, and the FPS/Tower Defense gameplay reminded me of Orcs Must Die!

Nice work! The steering mechanics felt great, and the shooting vibe reminded me of Death Rally.
You might be interested in a driving/shooting game I made for Brackeys game jam a few months ago: "Nuke N Rally"
Your AI opponents are very well done, I haven't dipped into the navigationagent2d class but after seeing this I think I will!
If I needed to come up with a suggestion, it would be for more tracks, multiplayer, or a leaderboard.
Good entry, great use of the theme!
Oof suicided into the wall on round 10!
This was a very fun game, great work!
I'm not much of a deck-builder player, but you made it easy enough to fumble through without knowing the difference between exhaust and the discard pile (maybe that's why I stacked up so many injuries/bleed/daze cards).
For something so simple, you nailed the feel. It reminded me of Eador: Genesis a bit with the static sprites in combat.
I hope you keep developing it!
Nice twist using waves to progress the level!
I felt that the combat could have a bit more impact, like knocking back the enemies.
I think the jump could have gone faster on the up and down portions, but maybe the floaty feel was intentional for the theme.
Great work on the audio and character design and animations!
Great work, the art is really good!
I enjoyed decoding the Morse code messages the most, and like the others I felt a bit stuck on the cooking minigame.
I thought the audio could use a bit more polish, but great work getting actual voice lines in!
Although I typically don't play narrative driven games like this, I thought the story was tastefully done and I appreciated the historic setting.
Again, really nice work!
Good work on the retro aesthetic!
I felt the difficulty could have ramped up much faster, I was just jumping wall to wall to get the spawning enemies at first.
I also recommend renaming History to just Story, so it doesn't seem like a button to click to read lore.
Sorry if this was intended, butit felt a bit "floaty" to me, like the objects didn't feel like they were solid or had any impact when interacting with the player or projectiles.
I'm not big on the vampire survivors formula, but it looked like you put alot of thought into the upgrade system, so nice job!
Good snake remake!
I had the same issue of dieing for no apparent reason, but I got to sea hero before it happened a second time.
I felt like the difficulty could have been a bit higher, I didn't feel like I needed to strategize or try very hard - maybe something like reducing the size of the arena or having the snake grow faster would help.
I thought the comments about getting low scores were funny, nice work!
Pretty hectic and addicting!
I didn't get to use the store page because I lost to the boss when I clicked on it. I suggest having it come up automatically between waves or pause the game when in use.
Some sound effects were unusually loud, perhaps they were playing multiple at the same time.
Using keyboard, I felt I lacked some precision on picking up the squares, so that part felt random.
I liked the shooting and all the weapons felt very satisfying on mouse, and hitting the enemies accurately was a good feeling.
Good work!



