Nice one, well put together
Small Loop Works
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Fun game, well put together. The core problem is distinct hard hitting player consequence in choices and actions, atm it feels like you can stand there and do nothing and win, kinda like Vampires Survivors once you get a good combinations on easier levels, but the problem here is I don’t feel I earned it.
It lagged quite a bit, and I couldn’t start the wave. The game needs optimization and control polish, as well as less menus and tutorial to go through to get to core loop. These things I feel hide an otherwise beautiful take on a Rogue Tower type game.
From what I felt, the lag mainly comes from cpu thread hangups, it is given a lot of processing to do, that should be cached. That’s just my observation from experience.
Concrete advise would be:
- create a warmup sequence at loading start, so things do not load dynamically as they are needed in game. That causes the hangs most likely
- there are likely hot paths, likely cpu bottleneck, profile and find them, then optimize there first
- one more thing: the sound effects are way too harsh
I can definitely see potential, very short but fun. The main problem is the background, or rather the camera perspective is trying to fight 3 different perspectives, top down, side perspective (zombies), first person OR like 2D bottom platform (the gun) and side scroller left-right (bg), I believe that weird blend or perspectives makes it hard to create coherent assets like the background, gun and zombies that work together.
won first try ✌️
Well balanced and packaged, a satisfying game!
The game clearly has expanding potential, meanwhile stands on its own as it is, I think the expansion is begging for a Megabonk roguelike style progression system, where you start slow and speed up towards higher stats.
I can see these mechanics working well:
- xp drops on zombies and level ups
- 3 card picks for survivor stat upgrades or weapon upgrades per level up and stage
- expanded attacks for zombies and types, like spitters, to stagger the somewhat linear everything has same attack pattern that makes the game easy
- multiple weapons to choose and switch around, or choose at the beginning of one bounded run
Negatives: The banner is too big and the presentation of the page itself needs work, it buries the game itself, where it should make it presentable, I would probably just remove the banner at the top altogether
Impressive if a bit disjointed 3d design. The workflow for generating assets seems really good. Sound is a bit harsh. Controls are quite clunky as well, I think controller would have worked better, I was using mouse and keyboard.
I think the main disconnect for me comes from the constrained cave, the camera angle is fighting against it, I feel like this angle demands an open ceiling.
The concept is solid, and the charging + rhythm is an interesting idea. but not being able to turn off screen shake (or decrease it via percentage slider) makes it harsh on the eyes, where the player needs attention (the bar yellow slit), it creates harsh tiring effect. The progression fun curve could also use some more dopamine. Also changing the angle the player sees the board would give it more character.







