Not bad for quickly wrapped-up game. Would be cool to have some rewards or achievements to keep player in for a longer time, but I understand the time constraints
Not bad for quickly wrapped-up game. Would be cool to have some rewards or achievements to keep player in for a longer time, but I understand the time constraints
Thanks! I did consider adding them but I've not used the API before yet. I'll check it out!
Edit. Okay, I made it till the end and update my score. Some pixelhunting moments, but nothing too critical, especially with this logical in-game hint mechanics. My main complaint is the last battle, the werewolve's health is too high for this mechanics and the battle becomes annoying instead of challenging. Other than that - not bad! Love your style and different mythology references.
Sorry to hear that the game was freezing for you.
I have had one rapport during testing on freezing on cut-scenes, (video scenes tying gaming scenes together).
I thought I had identified the source of that problem and fixed it.
If you can PM me with information on what scenes have frozen for you, it could help me to see if it is the same problem, and possibly avoid it for the future.
Thank you for commenting and letting me know you had a problem playing the game
Yep, definitely see the source of inspiration) nice little game
Yeah, it's a bit on the nose :)
Pretty neat, but gets hectic and frustrating pretty fast. Maybe some upgrades and or achievements would make it more comfortable and interesting to play longer
I'll probably add both, this was made only in one week for a game jam
It is not bad I guess, but... Why are basic towers so inaccurate? And I noticed that sometimes between different attempts, even if you place the towers in the same place and order, they miss some enemies that were successfully hit in the previous attempt. Kind of annoying
What you noticed is true, and intentional; each Swarm is slightly randomized each time (different enemies appearing at different times, nothing too great), so a setup that was working in one attempt may leak some enemies in the next. But a good enough strategy should work practically every time
It's small but it's pretty consistent. I Like this unusual perspective. The writing was fine, the visuals simple but efficient enough. Well done I guess) Would be interesting to see something bigger based on this concept
Thank you
Nice idea but it's too easy. All battles but the last two can be easily won by one sequence of attack actions, and for the last two you just add healing/charging inbetween
yeahhhh, wish it was cooler and i made the ai better! Youll like the new one im working on!
These acid bright blinking at the end is probably a bad decision. Makes reaching the end... less than enjoyable I guess. It hurts to look at the ending screen. Kind of breaks the purpose. The idea was nice, and gameplay was neat too, but this ending just undermine the whole experience.
Sorry about the blinking part, I wanted to make it something about showing your true colors and that was the only way that I thought about, I will try to think about a different way and update the game :) thanks for the feedback :)
Looks promising. Not the most comfortable controls (definitely prefer arrows+zxc). Also just doing slide attack left and right really allows to avoid most attacks
Thanks for playing!
It's possible to rebind the control bindings in the pause menu if you wanted try using arrow keys + zxc instead.
That guy that always asks for songs lyrics to be added in descriptions
Age 35, Male
Forensic medicine
Russia
Joined on 1/12/17