Nice! Took a little to figure out, but I think it is pretty doable. The card combining/crafting felt pretty satisfying and I thought the combat worked nicely.
LDGamingExpress
Creator of
Recent community posts
I'm sorry about that! I will note that guns (like many other weapons) don't work against all the monsters, so if there were vampires they might have been immune to the bullets (garlic and stakes work there instead). I'll have to see if I can add a range of difficulties then to help in these cases (plus a tutorial like some other people mentioned). Thank you for playing, though!
I think the gameplay loop is pretty solid here and the upgrades work well! The only thing I will note is that the upgrade for increasing the time in the day seems a bit overpowered, at least with the current cost increases for it seeming pretty lenient as I got done 3-4 days early. Regardless, I liked this game quite a bit!
Definitely a very cat-coded game! It's simple but fairly fun to play a few times and feels decently polished. The one thing I think you should do after the game jam is add the instructions inside the game. Also, if it were up to me, I would make the cops have to actually chase you and give the cat ways to knock stuff down to slow them down.
Thank you for playing! If it helps, the daytime cards are used to play defenses that will be used by your villagers to arm themselves in the night. Like, they don't do anything by themselves and rely on arming villagers with stuff like stakes and guns, which is why you get the rally ability at night to send villagers to some that you think are more important.
That was great, though I don't think I got the good ending (may have tried to help too many people)! Everything was great and felt polished for this game. I don't think there is even anything I would change besides maybe some little bit of instructions on the top for each mini-game (I either missed or didn't see what to do for the folder game first time I did it). Great job!
Ah, yeah, I think there's a weird timing issue since there is one script for spawning new villagers, and another that handles the game over conditions, and sometimes the spawner happens beforehand. I'll probably have to add some way to link the two to prevent that (currently there is a 0.1 second delay on spawning villagers meant to stop that, but I guess that doesn't always fix it).
I like the extra mechanics you added. The change in par added some more pressure to make shots quickly, while the upgrades were a nice little addition. However, I did find the golfing part to be a bit annoying since it was hard to tell how far I needed to try swinging it for it actually make the ball move at all, and often the minimum amount for that was way too much. Great job, though!
It's relatively simple and works fine, and I do like the movement system (the mini-map is also a nice touch)! However, the timer is so high as to not really add any real pressure, so maybe that could be decreased to something like 20-30 seconds. Also, as something you can do now, I think you should enable the option for opening it in full-screen on the itch page so it is easier to play.
The combat was pretty fun and the artwork/particles worked well! The shopping sequence was also a nice idea with the theme, though I am a bit confused by the first round at the shop since you don't have any money yet to get anything. I am assuming that first time is meant for you to scout out what is in there for subsequent visits, but if that is the case, I wish that was communicated to us. Otherwise, nice job!



























