ran great in a sandbox environment, and i liked the look, music and art. there was too much text at the start though. i didnt read any of it. if im being made to read a tutorial, i think it should be highlighted and separate from the lore so i can choose to focus on instructions. i also didnt totally get the gameplay. i wasnt sure what gave me more points and the brown gnomes seemed too expensive for not being able to attack. ive never played plants vs zombies though so take this point with a grain of salt. also the game never seemed to end/lose if i let a zombie through.
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My Lovely Army Of Garden Gnomes's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #8 | 2.315 | 2.500 |
| Audio | #8 | 2.469 | 2.667 |
| Art | #8 | 2.932 | 3.167 |
| Game Design | #8 | 2.315 | 2.500 |
| Polish | #8 | 1.852 | 2.000 |
| Narrative/Mood | #9 | 2.777 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Wade Roush
Comments
I actually enjoyed the music during gameplay. It creates a feeling of chaos and frenzy instead of spookyness, which I found totally appropriate.
My main criticism would be balancing. You'repacing player actions by both cooldown AND resources. But I was almost always waiting for the cooldown, which felt frustrating. I'd much rather be blocked by a lack of resources (blaming myself) than by an artificial, forced mechanic (blaming the dev).
I'll also chime in saying that there was too much to read in the beginning. Especially with simple jam games (but also more generally I guess), people want to jump right in and not read lots of text before getting to play. What a lengthy tutorial leads to is that a player needs to invest more (time) before he gets a first return (fun). For casual games, you want to keep the player's investment outlay as small and short as possible.
Cute little tower defense. I really liked the theme/ narrative here. Maybe its just because garden gnomes are cool. Or maybe its my deeply seeded disdain for the HOA idk. When making a tower defense one of the more important details is stat visibility. Your unit health, the enemy unit help, damage numbers, and unit descriptions. Because the tower defense girlies love to min/max. This game gets away with it fine because its not some deeply complex TD with upgrades and stat trees and all sorts of craziness, but I still would've liked to see some health bars. Echoing Okayh about the sprite layering. Zombies should render over the gnomes. Last bit of criticism, the menu music and the gameplay music mesh well enough, but I think the gameplay music falls short of the theme. Give me something spookier. That's all I've got. Solid work!
* Good tutorial. I misread and got the gnomes backwards, but that was a me problem
* Missing some feedback, such as gnomes taking damage
* Gameplay feels a little slow, but not quite boring. I didn't have a desire to keep playing, but that could be a me problem.
* Human sprites are rendering under gnomes, which helps the player not lose their gnomes, but also looks unnatural.
Heya, does this have a browser build? I tend not to download any games for security reasons ;)
Just watched Zackavelli's stream on this and here are my thoughts:
- I can't remember if the stream muted your game, but SFX (just a simple shoot, hit and death sfx) would be huge
- While the art looked good, definitely spend more time testing (e.g. what happens if I place no gnomes). A super easy one that could've come from this is 'restart game automatically if any zombies get through'
- Too much text for the tutorial - have a quick look at how Plants Vs Zombies does it - it's just one sentence at a time in between letting the player take actions. Generally, the more text you have; the faster they'll skip through it!
- Overall, pretty godo game for your first ever finished project! Well done


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