Thank you, that would be much appreciated!
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Great to hear that you had fun despite the "balance" :)
I was trying to make this great dynamic system but never got it working properly...the way it is right now just happens to be the state it was in once it finished breaking. I'm still a bit burned out at the moment but at some point I'll have to redo the wave system from the ground up, the current one is a mess where each wave has a fixed budget but also quotas to fulfill and in addition tries to take into account how long each enemy type lives on average...it's pretty terrible.
Both "defense" and "defence" are actually correct, the one with c is just the British version. "Defence" just looks wrong to me though, can't stop thinking about people being hoisted off of fences.
I felt like the round was way too short, especially without(?) a way to restart afterwards. It might be different with 2 players frantically hurtling garbage at each other though, I just played against a statue and won, yay!
The art is really cute and the mechanics are solid, good work!
I played with 3 AI players and have to say, well done on those! Actually keeping track of any petards was impossible for me(even my own - I probably self-hoisted a few times). But I had a lot of fun frantically running around.
The game looks great, even with the nightmare-inducing mouths!
Cool concept and very slick presentation!
It sometimes felt like the combos weren't as strong as they should have been. That could be because of missing pieces in the progression...I found the colors and heights a bit difficult to accurately distinguish at times.
I love the feeling of taking stuff and dropping it in the cauldron. It looks so good too! Sometimes it is difficult to tell what somebody actually needs, but experimentation is what the game is about, so that's fine. Wizard!
Turning down graphics options and increasing the framerate actually made the game more difficult. :D
With such a slick presentation and fast pace(being able to jump back into the game immediately is especially good) this game has a lot of potential for being addictive.
Thanks for the feedback!
I only actually made a build of the game right before I had to upload it and for some reason the physics changed in the transition from playing in the Unity editor to the standalone game. At that point I was so sleepy that changing anything would probably have made things worse. And time was running out anyways.
Absolutely agree on the game giving some feedback. I had planned to have a particle effect or something for the boost and yeah, I simply ran out of time with the sound. Since that's an area I know virtually nothing about it wouldn't have amounted to more than some bleeps and bloops anyways, since you can't use preexisting assets.