Yeah, I think rather than having a bunch of tiny levels, separating the puzzles into a few larger rooms and putting checkpoints between them would help a lot.
the_nacho
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Yeah, the fact that a tiny change to the sequence causes a ripple effect that can ruin the run is an issue. Like others have suggested, I think having some kind of checkpoint system (along with more levels of course) where you just have to make it through a few loops and then you can change it for the next section would be better.
As simple as it is, I enjoyed this a lot. At first I thought there was no AI at all so I was biding my time sending raiding parties to get some credits, when all of a sudden the entire enemy goose horde attacked. Once you get thousands of geese going, it looks really cool. Like fire burning away something.
Cool idea, and I enjoyed it at first, but I think it moves way too slow for its depth. Even at max fast-forward it was taking me forever to research things with 80+ people devoted to research, and there wasn't a ton to do while I was waiting.. The art is great though, too bad I spent most of the time super zoomed out so I couldn't appreciate it.
Interesting concept. I downloaded the desktop version since the web version was so tiny. I wish there was something showing which player's turn it is, and where the piece you selected can legally move. Also when I wasn't able to move any pieces adjacent to the enemy watchtower, even though there were open spaces. This game probably requires being good at Go to play properly, and I don't know how to play Go, so I was mostly confused, lol
First off, I loved the running animation.
I had a fun time running around blasting stuff; I got the voodoo staff early on and every other weapon I found didn't seem to be as good. I did get annoyed that once your inventory is full, you can't drop stuff, but you still "pick up" things off the ground (which seem to just get destroyed). So if I saw a cool thing on the ground, I had to craft something to waste some resources and make an empty slot so I could pick it up.
A tower defense game where you control where the enemies go -- I love the concept, and I think it works! A couple notes: it's kind of hard to see the dark cubes on the dark background, some more contrast would have been better. Also it seemed like the placement of the towers didn't have much to do with where my mouse was when I clicked, maybe a ghost image of a tower where it would end up would help.
It's a little easy for my taste (until around night 30 or so), but I enjoyed it. Love the music too, the soundtrack has the perfect vibe. I wish the upgrades screen would wait to appear until all the xp orbs were picked up though, sometimes I would be just barely away from a level-up and killing the last enemy would give me enough, but I couldn't actually pick up the orbs until the next night.
I'm not sure how to fix this, but the missiles seemed way too easy to dodge, since you can move about as fast as them, as long as you stay moving you can pretty much avoid them all. But if you speed up the missiles it becomes basically impossible to avoid them...maybe just give them a really wide turning radius? Also the SAM sites seem to all spawn in a row in one area, and since the missiles despawn after a certain amount of time you're 100% safe in most of the map.
I like the idea though. I can't help but feel like this version of Santa isn't delivering presents children want...
This has the beginnings of an interesting puzzle game. A little easy in its current state, but the last level is fun to watch.
Some kind of explanation of the controls and what you're supposed to do would help; I had to just figure it out on my own. And I couldn't figure out how to exit to the main menu so I resorted to exiting and restarting to change levels.
It seemed to me there wasn't much of a reason to avoid radiation, since even at 100 it didn't seem to make my health go down all that fast. Maybe if it was more punishing to have high radiation, but also have an item that reduces it?
I like the concept though! Mainly I guess I wanted more depth, but it is a jam game after all.
Yeah, the controls definitely take some getting used to. I think using the mouse wheel is easier than the arrow keys (especially if you have a free-rotating mouse wheel), but being able to move or rotate the square by moving the mouse would also be nice.
I agree the side graphics probably aren't all distinct enough...even I was getting them mixed up sometimes when playing!
When I was testing it, I liked having a little bit of a breather in between waves. I did make it so if there are no balls left on the screen, it'll move up the spawn time of the next wave, so there shouldn't be more than a couple seconds of downtime. I never tried just having constant spawning modulated by the number of balls remaining though, which might work better.
Thanks for the feedback!