CAN’T KEEP THE SLICK MAN DOWN!
Grats on the comeback! I loved this game – the artwork and writing are great, and the mechanic is crazy unique, it would have been so sad to lose this one in the rankings.
This is absolutely amazing for a first jam game. All the moves work together so well, and the player’s toolbox is rich without seeming overwhelming.
The end screen is so cool, there’s no way I could create a UI that information-dense but still good-looking within a game-jam frame.
I agree with some other comments that on the green level the contrast of the breakable blocks against the background wasn’t always enough for me to tell what was in my way. Some highlighting or slight color shifting would probably go a long way :D
Great work!
Wow, how did you even think of this? I’ve never played anything like it, genuinely one of the most creative tower defense games I’ve seen.
I can understand others asking for numpad support, but I definitely feel like manually having to dial the numbers via the mouse adds a dimension to the game that would be lost with numpad support. I use a 12-button MMO mouse and as cool as it would be to speed-dial while hovering over the ‘call’ button, that would take away part of the experience I think.
Great work!
Thanks for playing my game! And thank you for your feedback.
The original plan was to have multiple levels and more enemy types, allowing the player to extend their build across more game time. Since I ended up cutting both level count and enemy variety, the length of the game suffered, but I definitely could have extended the timer to compensate.
I agree that more control, especially at higher speeds, could really enable more slick gameplay!
Thanks for playing my game!
Powerup strength could definitely use some tuning, I agree. And for enemies, I actually have a really neat spawn director system that can ‘purchase’ units based on their strength value, and its budget goes up over time and stuff – everything I need to handle spawning more difficult enemies as time goes on and as you kill more and more. The only problem is I didn’t get around to adding more than one enemy type!
You can actually see the SpawnDirector talking in the javascript console… I forgot to turn off its debug text :D