very cute, great style
wesje101
Creator of
Recent community posts
Thanks for the play!
Music is an area I would love to get more expertise in, so sadly I had no time or skills to make background music.
Of course some visual bugs slipped through during testing.
Capturing the bases is something I was implementing, but I didn't have enough time to fully test and finish it. My bad if it doesn't quite work.
Adding an indicator for troop cooldown would probably be the first thing I add if I were to work more on this game.
There is indeed a delay before you can send troops again, we didn't have enough time to implement an indicator for when you can send more troops.
Good to see my AI is actually challenging, this was my first time making one.
If I had the time and skills required to make music, I would have. Sadly I had neither.
Thanks for the feedback.
Thanks for playing and glad you liked it.
We designed the unlockable weapons to be side-grades as opposed to upgrades, with no one weapon being objectively better than another. At least that was the intention.
As for difficulty, we send stronger enemies at the player the farther in you get. Have you found the laser pointer in the options menu? That thing really helps when you are learning the game (and when you're just playing it, both me and my co-dev can't play without anymore).
Thanks for the feedback and glad you liked it.
I agree the background is a bit bland, I was looking for something to put there which wasn't too noisy or distracting for the player but I didn't manage to find/make something relatively quickly so I opted to drop it in favor of assets I could finish relatively easily.
As for the laser pointer, we really regret not turning that thing on by default. Everyone who we have seen playing or heard feedback from so far turned it on as soon as they learned of its existence.
The hitboxes are already a bit bigger than the enemy sprites would suggest, and I felt they were quite fair, but then again, I've been working on the game semi-non stop for 2 days so I probably got used to them in playtesting.
The cooldown mechanic is certainly a cool idea, but I'm personally quite fond of the system we have now. I might be slightly biased in that though. Should probably discuss it with my compatriot.
Gameplay feels nice and the weapons feel powerful, so great job there.
Very easy to pick up and play for a few rounds as well, I can imagine the skill ceiling of this game being quite high when you make good use of both the sprint and the current toggle.
I'd personally have made the time between toggles a bit shorter to further lean into the chaotic and out-of-control nature of the game.
All in all great little game.
I sadly can't rate yet since I haven't completed my rating queue, but I'll leave a rating once I'm able to.
Edit: I have finished my queue, consider your game rated.








