I lost on a 35-second round (recovering from having a round where the timer got to 0 because I couldn't find the stairs) and the pup wouldn't arf for me. Was it just playing hard to pet?
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I really do like how this one turned out. I usually really don't like tower defense games but the hybrid resource-gathering mix really made it engaging. I like how you have to look around for the resources you're gathering and it affects how your base comes together.
Once I got the hang of it, it was pretty nice. It would be cool if it had mouse controls and you could switch individual conveyors so you could throw a lot more bots at us, but then it would be a completely different game.
I can't help but feel like sometimes the game throws impossible situations at you every now and then, but oh well. It's probably just me being bad, haha.
Also, that hydraulic press animation is just crisp enough to feel snappy but just slow enough to feel weighty. Super satisfying when combined with the sounds.
I like the music but there are some problems that need solving, especially with readability.
It's too easy to find a spot with the third Titan and just shoot in straight lines to kill everything (standing on top of the overcharge in the top left corner is a good example). It's too easy to exploit when the player can't move and shoot at the same time. I was bored at about 38k points and ended up killing myself too easily by trying to move around. It would help to have WASD controls to move while shooting and to place things around the map to collect in order to score instead of just killing things. That way, the player is encouraged to move around.
As for readability:
- It's hard to tell if you're hitting the little guys when you're not staring straight at your laser. A particle and/or sound where you hit an enemy would help a lot.
- It's a cruel surprise when you're surrounded and you find out where the level ends. A small barrier would help a lot.