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TankTheta

57 Game Reviews

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It's alright for a Ludum Dare, but it felt too much like "random haha" and so it kinda doesn't really grip me.

Yeah I must admit that while the player is fun to control, the game is incredibly tedious. This is partially due to the grinding of enemies for the amount needed for upgrades and how long each individual enemy takes to kill even at 4 melee upgrades.

And the simple fact that there's 2 enemy types for such a long period of time before a 3rd in introduced. It's just such a slog. Killing like 50 enemies that take 5-6 hits to kill with melee at 4 upgrades seems just too long. There's alot of potential here, but you gotta give more than this.

It's actually not bad, though I'd really like to see the game's concept expanded upon into an actual game. I like this solid grid like movement and the ability to bait certain enemies. I think that gives it some engagement. If you took this idea and make dodging levels and have more complex enemies including some that move like the player that would work really well. Like up and down darters, etc etc.

FadrikAlexander responds:

Thanks for playing and for the feedback, I've created this game as a small project/challenge for me but I'm considering now the idea of going in and expand on the game and make a full version of it.

Way too simple. Sorry man, you need more than essentially a 2 minute auto attack and nothing else.

I enjoyed it, though I feel it was a bit too simple and there were some situations where I was forced to take damage not because of earlier choices causing me to, but because of just a completely unavoidable event.
I think you should make all events able to be dealt with with the right resource. Also you should really clarify the importance of camping, I didn't realise until after I lost two people to an instant death event that I had to manually put in their batteries.
And I think you should make more interesting situations rather than minigames. And also make the overworld actually do something a bit more, since most of the time waiting didn't really seem like anything would happen, and it basically didn't.
Still, I enjoyed it, it just needs more meat on the bones. It's got good atmosphere.

HelperWesley responds:

Thanks for playing. :)

Maybe I can add a line that specifically says "check your camp before you set out" or something in the beginning text blurb, that might help with that.

Really rough, however I'm forgiving of that in the sense that it should stay to show how far you'll go in future with this.
Main issues are that A. Not enough tower spots. B. It starts right away with insanely fast and intense amount of enemies, forcing your into buying Archers only. C. There's no information on anything, towers, enemies, etc etc. D. The arrows are literally rotated wrong, use transform.rotation to fix the rotation of the projectiles to spawn based on the parent's rotation.
E.The map is incredibly limited, there's a 2 lane design here but the limits of the map size being so small provide basically no strategy.
F. A serious lack of variety of both attack towers, SUPPORT TOWERS (there are none) and enemy types.
G. Also Thumbnail isn't an accurate representation of the game.
Anyway, that's all, I'm curious to see how this grows in future.

Eh it just feels too much like "lamo random."
I mean I can see one scene is nice, but the rest just feels chaotic and not well put together. Refine it I say.

I do notice the very obvious RPG Maker assets. I mean if you're going to make a game, perhaps put some more effort in on the visual side. However I can tell you you are trying to do some good with the mechanics. But it really needs some polish.

studlytheknight2 responds:

Thanks for the comment. I will try to keep your critique in mind as I attempt to improve.

If you want to get on the front page, you need to earn it. Put more effort into your work instead of obviously spamming low effort content.

Eh man I feel like this is just an incomplete RPG maker segement. Sorry dude but I can't really enjoy it.

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