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pixar-07

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A member registered Nov 14, 2025 · View creator page →

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interesting. the gameplay is something that would be fun to see expanded upon.

got a score of 58. i think the speedup maxes out at 50 so im the goat. 

fun. there is a time bonus, but no time?  also area doesnt really do anything to know about it. got to 10k score.

pretty fun

very fun. sad its so short.

i love the gameplay, dialogue, story and visuals. 

the combat system is intricate, but forgiving. i only miss the ability to rotate pieces like tetris. some pieces would not benefit from this, but others would greatly increase in viability. the wrap around helps, but rotation would just give us lot more freedom. 

the combat is difficult, but forgiving. i never lost a match, but it was close. the better i got and the more i had unlocked pieces and figured out good combinations the easier matches got, but i always felt like i could loose at any moment.

i do feel like the piece options werent that good though. there is a lack of option types. most pieces are pretty complicated in geometry and so are hard to use effectively without loosing a ton of lives. i used the simplest shapes as they worked the best. even simpler pieces like 2x2, 2x1, 1x1 would be great additions, with inherent drawbacks. they are simple to get down without losing lives, but also consist of little tiles and so dont progress your grid by much. bigger pieces come with more risk, but can lead to massive attacks. unfortunately all pieces here are about the same tile count, so the simpler shapes are  most effective, limiting options. especially with enemy tiles, using specific pieces to counter them would be great, but we dont have that option here.

but all in all i had fun. the story is good and gameplay is fun. it is  repetitive, but due to the short length this isnt a notable downside. not being able to revisit previous areas is a bit of a bummer, but isnt necessary. the credits are also pretty cool visually and are a nice reward for beating the game. 

oh also the music is fantastic and is used greatly throughout the game to place emphasis on specific parts.

amazing game. the story is fantastic and the combat is fun. 10/10.

pretty fun. without hp the boss is pretty easy though.

there is an actual game here which is unexpected. how it works im only 30% sure though.

(1 edit)

have you considered that this game is impossible to lose?

marking every mine wins the game. you dont need to unlock every tile other than the mines. say you have 3 tiles that you have no information on due to x tiles. you can just mark them untill you have the correct tile marked and you will win. this makes it theoretically impossible to lose, as you can win without ever left clicking a tile.

now this would be bad, if this game didnt have the issue that most minesweeper games have: forced guesses. you will not get enough information to be able to perfectly clear a stage without guessing. like how can i know which of three tiles is a mine, if all neighboring tiles are x tiles? without cards i cant and thats a problem. cards are supposed to make the game easier, but due to a lacking tile logic that allows for every game to be solvable, cards are needed to make the game as easy as minesweeper with proper tile logic. as they are limited you can only cancel out the missing tile logic for so long and inevitably will lose to a 50/50 that you had no hope of solving without luck. this makes the game insanely hard, and only really possible with enough cards to cancel out bad rng and some good luck.

the kraken is such an annoying feature. doesnt make things harder, just makes things take forever. gotta love waiting for the kraken tentacle to move, as you cant click tiles through them.

i generally like the card unlock system, but it has issues. i cant see how i unlocked a card after unlocking it. hard to tell if i got the card i was going for, and if not, what i got a card for. cards unlock descriptions are a bit too vague. like there are multiple unlocks for being bad, but failing on the first stage gave me 0, 1, 0, 2 cards respectively. like what? how can i get different results for doing the same thing? makes no sense. 

all in all a fun game. nice to pick up from time to time if im feeling like doing minesweeper. unlocking all cards with the current vague or missing descriptions feels like a pain tho and isnt something i, a completionist, feel any desire to go for. implementing proper tile logic to make those cards a power rather than a necessity is also needed. the fun in minesweeper comes from solving a puzzle, not guesswork.

first time my pc has refused to download a game file and needed extra confirmation to download. heres to hoping this isnt a virus. 

the mushrooms logic is unclear. when do new mushrooms spawn? what is food? when do new plots spawn? 

didnt know you could solve any of the issues at first and was very confused. found out you can turn the lights back on, remove the hands and pull out the swords. 

got a score of 560.

a fun time.

? the controls only half work and the rules of the game are not clear at all.

interesting. not sure if it was intended, but i got stuck in my own realm after talking to everyone. i never got to the auditorium, which is sad. 

im pretty sure it either bugged out or i missed something, but i also dont know where the auditorium would be as i had explored the entire game, so it may be intended. also the alone dialogue does hint at this being the case, but idk.

i like the game. the story and combat concept are pretty good.


jegudiel: parry while stunned

beelzebub: +1hp every time you deal damage

mammon: +1 to a taunt roll

barachiel: increase taunt upon healing

gabriel: +2hp on parry mirror, but enemy +1hp

leviathan: half of an enemies taunt is added to your taunt bar 

satan: +1 to every attack roll

selaphiel: taunt bonus added to parry, but if hit during parry, taunt set to 0.

asmodeus: taking damage while taunting will only half the taunt bonus.

uriel: on a taunt mirror, even on lower numbers your taunt increases.

michael: upon hitting 0 hp, gain 1 hp

raphael: +1 to parry rolls

belephegor: +1hp every 3 rounds

lucifer: +1 taunt for every taunt in a row


id say an optimal combo is: beelzebub, leviathan, satan, michael, raphael, belephegor and jegudiel. pretty noticable is taunt buffs not being good. taunt is just too punishable. taunt v attack is devastating and parry can negate the taunt buff. its just a risk of a turn for little reward. parry has no downsides and attacks downside can be pretty much negated with this build, which also has passive taunt. there is no situation in which you would want to taunt. and so any buffs to taunting are useless.


i dont like a few things in this game:

only being allowed to obtain 7 people is stupid. let me obtain all so i can test builds. also why can i even unequip people, if i cant get more than 7? makes no sense.

you need at least 2 playthroughs to get a feeling for every characters significance, to build an optimal army. also there is only one fight to test your final build on. 

the combat is super confusing. i read through the explanation, but still dont quite grasp how to actually play in a smart way. my final strategy with the first seven people i listed was just to attack spam and win.

the end caught me so off guard. i knew yun was the person to fight, but the ending was not set up at all. 


all in all fun to play around in, but the ending is just too abrupt and you arent allowed to really play around with the pretty complicated combat system. 

very fun game. the dialogue is super funny, but did have my head spinning trying to understand it. 

one critisism i have is combat. its pretty clunky. you have seemingly infinite health and so damage isnt a factor. enemies only really are a nuisance, especially when they stunlock you, which they will do if they get a hold of you. also diagonals are annoying to hit and the hit lag makes missing an instant stunlock at most times.

b and I university. i think im picking up what u are putting down. 

love the dialogue.  so fun with so much character.

interesting concept. i think the game is broken tho. even after months nothing happens.(used date changer to fast forward by days and months, which the game accepted)

pretty fun to play around with. the words arent too much, but still give enough options.

just dont like getting motto like 4 times in a row.

also you can use every word in the 10 seconds, leading to an amusing, massive sentence.

huh? there are some piano keys and a weird rustling noise, but i couldnt find any escape. what in the world are you supposed to do?

pretty fun controls and physics. would be interesting to see this be turned into an actual game. id play.

stretching doesnt seem to work. interesting concept tho.

how in the world does thing work? how do i get the text file to interact with the game? whenever i try to drag it into the game, it just launches a new game.

my keybind complaint is void. i have now realized that i have a qwertz keyboard, not a qwerty. im not sure how it took me over a year to realize this.

Oh boy was I ecstatic to see this pop up. It has been a while, but im glad to come back and experience another one of your games.

I will say, I do like the game, but man does it have problems.

 

First off, the music and visuals are fantastic and the character design is great. 

fishing isnt explained before you catch a fish and trying to read the explanation in the millisecond before you fail is near impossible. i failed like 5 times before somehow catching a fish. 

it is a pretty simple and fun activity though, once i understood it. you need to hold down j to reel in the fish, indicated by the bottom bar, whilst not snapping the line, indicated by the top bar.

you cant fish without bait. this makes progress super slow. worm bait costs 5$, a bluegill, the only fish i catch 99% of the time, sells for 10$. effectively you make 5$ per catch. Grub is not profitable. Unless I got really unlucky they were an average -5$ per catch. spinners are also not profitable at an average -10$ per catch. Golden Bait on the other hand is consistently profitable and once you can afford 2 you should buy some and without terrible luck should start profiting well. have you done the math for these? im pretty sure the math doesn’t check out. Each bait should on average increase profits. Here it’s the opposite until golden actually goes into the green.

What do rod and line upgrades do? I cant seem to tell the difference. Also do they have a max level? Im not going further than level 7, as even with abusing the bait bug money is slow to grind.

the diner makes no sense. first of all the pricing is wack. cup of coffee and cod and chips offer 2 stamina per 1$, while a sandwich offers 2,6 stamina per 1$ and burger and fries offer 2,8 stamina per 1$. but all of this doesnt matter, as resting and ending the day is free. why would you spend the pretty limited money on something that you can get for free? it doesnt really make sense to me.

npc hearts are a bit weird. to make them go up you just have to skip a day and then talk to them. you dont do anything. after 5 times of doing that you just go to the lighthouse and the game ends. 

 

The game feels like you are trying to do two things at once, but don’t connect them. Fishing does nothing to progress the story and the story doesn’t influence fishing. I like the story, even though it is short and I love fishing games like these, but it doesn’t feel like one coherent game. You can finish the story without ever fishing, and you can fish without ever interacting with the story. Take a game like dredge. Now I have never played it, but I do know how it plays. There the story is ever present in the world and fishing naturally progresses the story. Both systems are intertwined as fishing will continue the story, which in turn opens up new possibilities for fishing. That is pretty much an ideal merger of story and gameplay. Here you have pretty much a complete opposite. The story and fishing do not cross. They are separate parts of the game that don’t interact with one another and don’t need the other to function. In this you have essentially created two games and packed them into one game.

 

 

Bugs:

talking to non-highlighted npcs will open the dialogue of the last highlighted npc?

on 4 and 5 hearts one of mistys lines bugs out, showing you talking, even though its her talking.

tina at 5 hearts tells us " when i sail out, you´ll be" and then the line cuts out. come on, what was she going to say? i need to know.

sarah at 5 hearts should say " i like the idea of it being you who rings it", not rang. Also ringing a bell isn’t part of the ending? So what was that about?

Speaking to an npc after the ending will trigger the upgrade guy to go:” Text AAA Text AAA Text AAA…”

using a higher tier bait will also use a lower tier bait, wasting bait!!!!!!!!

you also dont get to chose which bait gets used. no matter which you click on, one of every bait you have is used.

Not the bait that you use determines the rng, but the bait that you select. Say you have 3 worms and no golden, but select golden when fishing. You will use 3 worms, but will get golden rng on them, i.e you will get stripped bass and chain pickerel. this is absolutely op as you will average 125$ per catch from the start of the game. its better than using golden bait lol. Im now not actually sure if you can catch anything other than bluegills with worms, as I think I accidentally used this glitch when I caught different fish from worms. Does this mean bait determines the type of fish you can catch and other fish are impossible? If so, I don’t like it. most games just increase the chances, so its always possible to get lucky and make a huge profit.

the rod upgrade shop is bugged visually. Upgrading the line will not increase the level visually in the shop menu. In the game menu it shows the correct level. Upgrading the rod however will increase the shown level for both the line and rod. So with a level 6 rod and level 1 line the shop will show both at level 6.

slight gripe, but having the water color in the town match one to one with the itch pages color makes it impossible to tell where it starts or ends, if not using fullscreen. doesnt really affect gameplay, its just something i found slightly irritating. 

 

What does this game need?

Id say first off the story and fishing need to merge. Hearts shouldn’t get added for every passing day, but instead should be earned. Have the npcs give you quests to gain their trust, like fishing up a special item or giving them some fish. That alone would fix a massive issue of the game.  

Then fishing needs a rework. The game needs a few more fish to make gains more gradual, but also more consistent. That allows for a lot more balance, variety and steady progression. Also fish rng needs to be addressed. the only fish I catch with worm bait can not be the bluegill. Im not even exaggerating by stating that 99% of my catches were bluegills. Im not expecting a stripped bass every catch, but I am expecting something better than a bluegill every few casts.

What I also expect is the lowest tier bait to be a barely noticeable expense and higher tier baits to be a bigger, but safe investment. Half my profits can not go back into buying bait. With it also being necessary to use bait to catch a fish this is even worse of an issue. A mandatory 50% tax early game is something you see in challenge runs of games, not in a basegame. Also grub and spinner can not be increasingly more unprofitable. That makes zero sense.

Bugfixes. there are no huge bugs, but they are everywhere.

 

All in all I had a fun time and I do enjoy the game, it just has a mountain of issues. The game would need some reworking to make it more polished and some bug fixes, but the core idea of the game is good and not in need of changing. The note of the game being unpolished and in development, along with the fact that my feedback doesn’t come 4 years after the release this time does give me hope that you could still fix this game into a more polished experience.

Also unfortunate that I cant rate the game for the jam, as despite my mountain of problems with it, I still like the game.

ah, i get it.

restarting would be nice, instead i have to close the game after every game.

random carving?

Thanks, but i really just do this for fun. i like playing indie/college project games and i like to share my opinions about those games.

i liked the game, but it did have its issues:

the characters are not created equally. Broccoli is the best character. his charge attack is the best crowd control of the game and allows you to shut down an entire lane on your own. . his ult is also a great cc that blocks off lanes. Broccoli is the undisputed king of cc in this game, and since cc is what you need to defend against the hordes of spam enemies, he is the best character. carrot is a decent character with a great basic attack averaging 240 damage per use, a useless air attack as it doesnt lock on and a meh charge attack. his charge attack is his consistent cc, but its not very good. it does a massive 400 damage and pierces, but rarely will hit multiple enemies due to map layouts and so doesnt do a good job of cc. his ult is powerful, but not consistent enough to make up for carrots lack of cc. carrots strongsuit is single target dps, which isnt useful in this game. Tomato, your favorite, is the worst character. her basic attack is weak, the air attack is useless like carrots and the charge attack is single target. yes you can indefinitely stunlock with her charge attack, but only one enemy. and the damage is terrible. her ult is her only form of cc, but since ults can be used like once every wave its not consistent enough to help. tomato would be overpowered against bosses, but is useless against the spam enemies of this game.

The quests in the game are kinda weird. They just felt a bit random and like filler content. They only complete at the end of the game, when they aren’t useful and they aren’t set up in any way, which makes them feel disconnected from the game. They have potential. the first tomato was a decent idea with a miniboss protecting them. That could have been a nice theme, and the flying tomato would be a worthwhile reward. The only problem is the tomatos and totems were along the progression path. Making them optional detours would have helped. The totems could be secrets scattered around the map and the tomatos could be locked behind optional minibosses. This would give them an identity. also the tomato quest isnt tracked. the totem quest at least tracks your progress and tells you the reward. i completed the tomato quest unknowingly and was confused on how i had gotten the floating tomato. a notification would be nice. also the totem reward is pretty useless. the jetpack doesnt help traversing the map, especially not at the end of the game where you unlock it.

Why does every stage have 3 waves? I would love more waves. I never get to use all the plants in my roster, or to build the full defense that I want. there is a jar that adds an extra wave, but thats not enough. later stages with 10 waves should have been a thing.

the shop guy is so annoying. i cant see where i place my plants and i once accidentally bought one of his things and had to reset. the buffs arent worth it at the start and so he is useless. as he doesnt appear between waves.

Spawn all houses at the start of the stage. I don’t want to build a defense, start a stage and then have a second house appear that I didn’t defend against as I didn’t know it existed. That happened on the stage locked behind a key. I checked the bottom, but there was no house. I defended the top house, the wave didn’t end and so I checked bottom and there was a full wave barreling towards my unprotected hunger. luckily broccoli is the goat of cc and I was able to singlehandedly defend against a house. This shouldn’t happen. I haven’t played a single tower defense game that didn’t show where enemies would be coming from. How can I defend what I don’t know exists.

Plant ranges are terrible. The avocado and peas only shoot when an enemy is like 4 tiles away from them. Why? They get so low value due to this. Straight line shooters already have an issue in this game due to diagonal levels, but this just makes them worse. Let them shoot on line of sight, that would make them worth their price. The melon has a weird range. It seems to have massive blindspots, that make it not worth it. The pineapple only seems to shoot if an enemy is right on top of them. As a diagonal shooter pineapple would have been great with the map layouts, but instead is terrible.

 

The best plants I found were cc plants, big shock. Cabbage has amazing value due to the lingering stun that prevents enemies from moving past him. The poisonous mushroom was great to make enemies squishy. Paired with broccoli this was a powerful way to shut down a lane without any other plants. The ice plant was great for controlling enemies and keeping them in high damage areas, cactus under cabbages did some great damage.

All other plants were kinda bad. The pumpking and sugar cane were not worth it with only 3 waves. With more they would have been solid options.

All single target plants sucked. Beatboxer can stun and deals lots of damage, but is single target. The hypno plant suffers from the same issue.

While you have lots of options, in the end I only used cabbage, ice plant, cactus and poisonous mushroom, as they could actually defend a lane on their own. The problem is most plants being single target, while the focus of the waves is quantity. Maybe add some stronger enemies or bosses to the waves to make single target viable. It would also make carrot and tomato viable, as single target is their strongsuit.

The ending is also kinda abrupt. You free some kinda of titan, do a sorta wave defense, just that you cant lose and then you fall into the void and a win screen pops up. Thank god you can continue the game, as I had not yet backtracked after getting the final key piece. The ending just felt so out of place. Maybe its because this game lacks a narrative. We don’t have a goal, so why does freeing some titan win us the game? How was that the goal of the game? This could have been explained better.

 

All in all a fun game, it has a lot of flaws, but its fun to play around in. the jars seem like an interesting way to spice up the game and to add to replayability, but their effects aren’t significant enough for me to want to go back and try them out. 

The game detects inputs, even while you are in another window. this makes it impossible to do anything with the game running in the background. since the game doesnt save this is super annoying.

you can cancel broccolis charge attack by jumping. this doesnt happen if you try to move left or right during charging. if it isnt a bug, it still sucks. broccolis charge is most effective if you jump during it as you have more speed and so cover more distance.

broccolis charge attack will pull enemies through, if facing away from the enemy, damaging you. this sucks and can screw you over. 

you can knock enemies back, most effectively with broccolis charge attack. enemies will continue to move in the direction they were moving. if you knock an enemy down a layer you can get them to move away from the hunger, if they for example came from the bottom left, got up a layer, turned left and then were knocked down . this is most often helpful, but on one occasion i knocked an enemy into an undefended path towards the hunger.

tomato seems to have a higher jump than the other characters.

using an air attack gives extra height, allowing you to cross gaps that you shouldnt be able to. with tomato you also dont need onions where broccoli and carrot would need them, as she has enough height with an air attack to get up most areas. this isnt really an issue, just weird. 

broccolis ult can kill the preview of the wave. this doesnt use its durability so its not detrimental, but its the only thing i have seen kill the preview enemies.

stun is weird. using tomatos charge attack you stun an enemy for a while. hitting the enemy with another charge attack doesnt renew the stun while the enemy is still stunned. you can still stun an enemy indefinitely if you wait for the stun to run out before restunning, so im not sure if its a failed anti stunnlock mechanic or a bug that repeated stunning doesnt stack.

i have now had a bit more time with this game. holy is it impossible. 

first i do have to correct one of my criticisms of getting lost though. there does seem to be an arrow pointing at the mothership, idk how i missed that. 

on the other hand saving does not work like i thought. i thought saving would save your current scrap. it does not. this practically makes progress impossible. getting enough scrap for an upgrade and getting a shop ship before you die is a near impossible feat, one that i couldnt achieve in a ONE HOUR Session. Im pretty sure upgrades save, so progress might be possible, but honestly getting an upgrade might genuinely take me 3 hours for a minor upgrade that may not save. im not doing that. 

Its a bit sad. There is a Game here, one that is admittedly fun and one that i want to continue playing, but making Zero progress after an hour of stressed attempts of me trying to just get one upgrade really destroys any will to continue playing. it might take 10 hours of attempts at this rate to get enough upgrades to stay alive long enough to progress more consistantly, assuming harder ships dont appear beforehand and make progress impossible. 

I know the game is an old project, but plz find it in your heart to update it to have saving save scrap. yeah it makes repairing useless, but otherwise the game is pretty much unprogressable. 

maybe. that run.world website doesnt look too great tho. either way i still want to check out calorie defender first, just havent had time.

what a great game. i love the concept.

the starter weapons are nice, but the sniper cant do much early, the blaster is ok, but the hammer shines. as soon as i picked hammer, i started getting runs into layer 5. with blaster at max i got to layer 2 and sniper only layer 1. it is just so good. 

also the hammers impact zone has a timer circle. i dont like that. it makes it really hard to see and obscures the hp of circles. the visual is enough of a timer. 

 also why do modules have a circle going around them? that isnt the cooldown so what is it?

also maybe tone down the hammers screenshake a little. with 6 hammers it starts getting a bit disorientating, having the screen shaking wildly the whole time. 

also upgrading doesnt do anything. the difference between my level 1 and level 10 hammer is 0.4 damage. that is not worth it.

sad that some features are bugged/not implemented. also being told that some modifiers dont work made me never choose them and so changed gameplay in a significant way. 

also the hitboxes of enemies are sometimes insane. i can be a mile away from an enemy, but suddenly i take a hit and the enemy dies. sometimes im not even going in the direction of the enemy and the stun pushes me towards where the enemy was. that makes no sense. i think i found the reason. the further i go, the more wacky things get. my hammers start dropping left of the circles and drops pop out way left of the circles. the enemies hitboxes are also only wack to the left. for some reason it seems like everything is like two tiles more shifted to the left in further waves than it looks.  also the screen starts being restricted at the bottom. at like layer 100 i think the game will be happening off screen with how quickly my playing area is being pushed up, left. but it gets weirder than that. i was able to change the desync depending on location. for a game i stayed at the bottom right and the game started to shift into that direction, allowing me to disappear off screen on the bottom. like what in the world is going on??? how am i shifting the game? also the shifting only occurs when using the hammer??????? is the screenshake literally shifting the game around?

chrono divination doesnt work, alongside half of the upgrade tree.

the color of an items level usually changes to red when maxed, but for the middle item it always stays green. 

the time cap of 70 is bad. yeah, without it, runs would go endless, but with it you can just instantly lose a run to a spawning enemy as they start oneshotting also they can spawn on top of you so you just randomly die.

the strongest weapon is by far the rapid pulse, followed by the high caliber and hammer. these are the most viable and pretty much only viable weapons to go to deeper layers. well hammer is good, but with how it seems to destroy the game currently i wouldnt use it for long. only for the start.

the deepest i got was layer 70. not much happens there. idk if the different wall types are just visually indistinguishable or what, but i never saw them.

all in all a fun game. it just needs some ironing out. also holy is it a grind. most money comes from killing enemies. enemies however will end your run in seconds and you will most likely beat the layer before they spawn. even then, it took me like 20 runs of farming and over 100.000 coins to max the tree. with the gameplay not changing, this was pretty boring.

pretty good game. the mechanics are easy to understand. the gameplay just kinda gets old after a few runs. nothing really changes the deeper you go. there isnt really anything shaking up gameplay. upgrades just allow for deeper runs, but nothing interesting happens deeper.

interesting game idea. i just dont get a few things, although i think i found the answers to some:

Q: are the buffs only for that unit or are they for all units? 

A: it looks like its only for that unit.

Q: why does beating level 1 buy the base health reduction      automatically? like i dont want to buy that. that reduces my    points.

Q: what is the points buff? i honestly have no idea. it looks like    the coins, but it says points. is that how people got over 1000 points on level 1?

A: it does not boost coins, it buffs points. i beat level 1 just spamming them and got the nice score of 6900, nice, putting me comfortably at nr.1, way above felix at 1600 and pro at 1500.

Q: is the in game leaderboard even real? it looks real, but how i got nr.1 on level 1 is a mystery to me. if 17 people figured out how to get more than 1000 points, then why did no one go crazy with it like me and instead just got like 100 more points than normal.

A: i dont have one, but most likely its not real. logistically it would be hard to set up, probably having running costs through a server. also i just dont believe that no one else got a crazy score, even though a few people must know about the point buffs potential, if the scores are to be believed. 


also there is a bug: at the start of a level, you can spam units. that however is a scam. at 10 coins i spammed felix to 0 coins. that should be 5 felix. i got 3. the game seemingly has a spawn cooldown, but will still take your coins, scamming you.

got this after a bit:

___________________________________________

############################################################################################

ERROR in

action number 1

of Async Event: HTTP

for object oLootLockerInit:

Variable <unknown_object>.player(100354, -2147483648) not set before reading it.

at gml_Script_LootLockerCallback

############################################################################################

gml_Script_LootLockerCallback (line -1)

gml_Object_oLootLockerInit_Other_62

and i got it again on my second run. it has something to do with level 2. on my first run it errored mid level. this time it errored as soon as i entered the level.


all in all a fun game. has some problems, but its fun to play. 

oh also a little bug that works in the player favor is that fish at the top of the screen have a hard time hitting the lighthouse as they miss a lot.

i was warned about the difficulty. god damn is this game hard. the max wave i reached was 8. wave 10 is pretty much impossible.

first of all rng can screw you. on my first run i never got the light blue resource. that screwed me hard. on my second run i got good item rng, but it wasnt enough.

the problem is that upgrades cost so much and getting resources is hard. carrying more than one item makes you move at a snails pace. going far out makes you move at a snails pace, upgrading goes at a snails pace. starting at wave 4 you start being only able to make one trip. in that trip you can at best get enough resources for half an upgrade. i never got a maxed upgrade. heals also cost way too much and cant be afforded.

fixes would be: 

-increased loot from resource nodes

-increased capacity and increased speed while carrying resources

- decrease a lot of upgrade costs. especially the repair cost. 

-reduced wave effect/increase wave resistance effectiveness. it legit did nothing in my run. getting wave resistance 1 changed nothing. moving far out was still like moving through molasis. 

- increase lighthouse default damage and turn speed.

-better lighthouse accuracy. the lighthouse locks on to enemies, but its jank. you need to constantly adjust the beam so it stays on the enemy. the little creatures are near impossible to hit because they outrun your turn speed and are incredibly hard to get the game to lock on to. maybe just remove the lock on and let the beam do contact damage. that would solve the jank and would increase damage potential.

so yeah. a fun idea, but holy is it unbalanced. the stress of trying to get half an upgrade to the lighthouse at a snails pace while the wave is close to spawning is something i dont wish to experience again.