This is a really cool concept!
For feedback -- I think leaving the blocks where they are when you reset might encourage the player to do more experimentation. Or maybe I missed something?
Had lots of fun, great job!
Thanks for the feedback! Setting up the fake 3D stuff in Gamemaker took longer than I would have liked, but I think it paid off in end. I appreciate that you like my art-style!
I agree with your critiques, the game certainly has some issues with communicating to the player. -- I think a free dummy timer/delay troop might have been a more elegant/self-explanitory solution to letting players split up waves (assuming I also coupled that with better communication of the abilities).
Thanks again!
Thanks, I really appreciate the feedback!
I hear you, I wish I had time to add some indicators or a tutorial, although there's some info on the potions in the game's itch description.
If you want to give the game a second shot, here's a longer description of the potions:
- [R] Teleports the selected tower to a random location
- [T] Disables the selected tower for the round
- [Y] Gives your units a speed boost in the selection area
I really enjoyed the ATTACKWORLD's music variation, its unfortunate that most of the game takes place in the other dimension. The player controls a tad finicky due to the delay in hammer swings, but it does allow you to swing the hammer and fall off a platform to jump further, which feels really good. Interesting design conundrum.
Can the final platform only be reached by comboing a hammer swing and jump?
Managed to kill the gorilla boss
This is really impressive for being done with no engine!
I think the game concept is very good; it has lots of opportunities for push-and-pull with the hero's weapons being potentially used against you. Unfortunately, there isn't much of a penalty for dying as a zombie so there wasn't much strategy at play with weapon selection.
I feel like the jam's theme hurt the game somewhat, as playing the hero felt great! The zombies not as much. I'm curious if the role swap would have felt better if you could play as the boss.
Thank you so much! I think Jack did a great job with the music and both of us were pleasantly surprised with how the 2D projection of the 3D levels looked.
I agree with your thoughts about the mortars, I think I would have reduced their fire rate and their shell drop speed if I had done more play testing.
However, since I can't change them now, here are some tricks you can use to deal with them:
- You can press [TAB] to send part of your army early, allowing you to spread your troops out
- Mortars aim at the closest unit, so you can place [W] or [E] troops as decoys to distract them from your high value [Q] troops
- You can use your [R] elixirs to clump the mortars together so they don't spread their shots
- [E] troops can outrun mortar shells
- [Q] troops can outrun mortar shells with a [Y] spell, comboing to score a lot of breaches
- Lone mortars are weak to the [T] elixir, so use them early before they lose value
- Mortars scale poorly in terms of tower density, so the threat that they pose in the gifts/rubs section scales inversely to how many are already placed