This is my favorite game on the citadel!
The art style is fun and cute, I liked the variety of enemies as I descended into Hell(?) for the first few waves I was uncertain on when I would get to use each weapon, but that issue solved itself after a few rounds. The variety of weapons and the quips on some of them were charming and witty, though I dont understand what the enemies are doing? trying to escape, spread, etc. the Neon is a fun look, excellent use of colors. I would have liked some environmental hazards to... "Entice" enemies into, if I were stuck with a weapon I didnt really want to use. Maybe weapon degredation and the punch as a push would help this achieve even more count down flavor. enemy health bars would be a huge benefit to the game. In contrast to more than a few games I've played here, it was clear how to play and what to do from the start, big bonus.
shibarr
Recent community posts
cute game! I needed more direction and signposting in a game to understand what was going on, when do I get to plant more seeds? What do the enemies seeds do? When do my seeds fill their function and die? My Legally Distinct Father could come check up on me between days to add a bit more Juice to this game. Very cute that it's the kid defending the lawn!
game guide explains what things do, but not what adds into what or the eventual goal. We are told to survive, but to what end? The pickup sprites need some more juice, and the artwork could use some work. I needed much more direction on what to pick up and why. Dont Starve has a communicated day-night cycle and a crafting menu always visible, with the promise of death at night, as temperature and hunger steadily lower without food and warmth. This game needs a lot more direction to be a survival game.
i like pachinko games like peggle, but the point of this became cookie clicker-esque, which is not where my mind gets its dopamine. I stuck around to reveal a good amount of the map, but the limited effectiveness of the influence zone quickly started to grate on me. Also balls got stuck out of bounds constantly. Maybe some focused influence zone puzzles would be cool? like a zig zag with wide margins and a 1 gate at the end, only navigable through effective use of the zone in a few windows of the map. shortcuts as it were.
timer and platforming was VERY tight for my tastes, feeling closer to super meat boy for a few of the jumps. I would have liked more interaction between the timer and clarity surrounding the clocks, but this idea has legs! Maybe timers coming from different directions on different levels? A platforming level with the timer coming from the bottom or top, collecting clocks to reset its height? More levels where things go poorly if the timer goes below a number would be cool too.
this game has a lot of charm but was quickly overwhelming with mechanics coming hard and fast. Normally I love a good inventory grid management system, but I was set with a power block in the lower right corner and timer/power blocks that wouldn't fit with it right away. The onboarding of the mechanics could use a slower method. The sprites and artwork was very charming and legally distinct!