I liked the simplicity here :) The goal is clear, and the loop is fun, but I wish the towers had some explanation to them. And maybe the constant shooting sound could use some tweaking (tip: try the AudioStreamRandomizer in Godot).
thewarlock
Creator of
Recent community posts
Thanks for the feedback, and the praise <3 I like your suggestions! I added the honk cooldown somewhat begrudgingly, thinking it would be less broken, in the game balance-sense. However, no-cooldown honking was a fun way to express the frustration, and how “aggressive action” affects the locals more than the tourists.
Adding score penalty to waking the neighbors fits with that, and so I think I’ll make some changes based on you suggestions :)
I was really intrigued by this, but I just couldn’t play it to any meaningful degree. A lot of the text was very blurry, and some of the buttons didn’t seem to do anything.
The intro, the sound and graphics all felt very cohesive.
The drone gameplay feel was also excellent. It reminded me of the games I grew up with.
I really respect the ambition here!
I was a little bit overwhelmed by the interface, but I think I got the hang of it after the first wave. Though I’m not sure how the turn-order worked.
Does it make a difference which of my mages turn it is? I feel like this would be cleaner if it was just a binary turn cycle (my-turn, enemy-turn). It wasn’t clear to me how many cards I could play before the turn ended either.
Anyway, the only reason I’m giving this feedback is because the rest of the game seems promising!
Interesting take on the theme! Everything fit together :) The robot/rover looks very original too!
I sadly only found water before I gave up x) I wasn’t sure if the blue dig markers indicated water, or if they could be treasures too. Anyway, this uncertainty of what I was supposed to be doing as a player was a bit frustrating.
This was fun :) The sonar mechanic worked really well, I always knew where to go :) I also enjoyed turning off thrusters to turn around and toast any pursuers..
If anything I would like more varied weaponry, and I wish it was easier to maneuver.
I really liked that fuel/energy was a finite resource, it added a nice dimension to the combat and movement.
This is very polished, the dialogue, music, tutorial progression, main mechanic. Everything flowed very nicely. I liked that I could spam the emitter as much as I wanted to.
Controls were nice, though I almost got stuck at the first seagull on the transmitter. I had to open the “how to play” in order to understand that I needed to match the frequency of my target.
I got to the hostile seagulls. I may get back to this one after I’ve reviewed some more games. I would like to see who my 4th dimensional neighbor is :)
The “tower” AI was well made - it aimed well, and didn’t waste too many bullets. The speed-up button was nice too.
However I didn’t feel like I was making any choices until cycle 4. When I needed to make room to combine the new items, it was a bit frustrating that I couldn’t delete/sell my existing chaff gear.
Maybe I’d be a bit more picky about which items I’d take on the next play-through.
Also, I couldn’t tell if the enemies were doing any damage.
Yes, that’s exactly it. The cards also get used when scoring, but I don’t think I communicated it very well xD
During scoring, cards are drawn from the deck, then put at the bottom afterwards.
Mines destroy 2 cards each.
When you click the deck you shuffle it, which was just a little extra thing I added.
I really appreciate the feedback :)








