There is, in fact, a tutorial, right on the main menu :b
For FPS, yeah, thats why the windows version is there haha
bionicnecromancer
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Its interesting you say that about the challenge, personally i was literally sweating from trying to beat the final wave, haha, ill think about adding multiple difficulty modes or something..
it does technically work, it just takes a whiile to load and is pretty laggy
Not me literally trying this rn, i originally tried using built-in shadows but they were very blobby unfortunately :/
Yeah, unfortunately it seems that linux systems heavily dislike having to do 3d games on web, since i dont have a linux os computer i couldnt exactly bugtest a linux release either, so i elected not to. Couldnt you perhaps emulate windows to play the game with?
I really like this concept, its a neat take on the idea, i like the dash mechanic a lot, its a good tool in that you can use it to attack or evade, but attacking brings you some risk, its a good tactical tool, very fun to pull off moves with it.
The art-style is also very polished and clean, im a sucker for angel aesthetics and this fits right in.
Im a little bummed out about some of the mechanics, though. The base movement speed is a little slow, and the dash only goes in 4 directions. Besides that having the different dashes be options between levels is a missed opportunity, it wouldve most been more fun for me if the dash options were part of the inherent moveset of the character, like having the long/short dash be dependent on how long you hold the dash button.
All in all leaning into the more arcade-y skill-based elements mightve been fun, and then perhaps using the orbs for choosing between upgrades rather than swapping dashes? something like that might be interesting.
The background showing the previous levels of the tower as you rise up it is a very clever take on the idea, it wasnt specifically clear to me that you were moving up rather than the circle in the center shrinking, so maybe having a "zoom out" effect could be a nice little touch? Even still it gives a really fun sense of progression as you go along.
The enemies i saw were also very well-designed, working well with the central dash mechanic and requiring that risk-reward. It reminds me a bit of hyper demon, design-wise.
Id love to see what other ideas you have for enemies if you keep working on the game. :>
Extremely anxiety-inducing yet also really funny, just like how a gnome game is supposed to be lmao.
A bit janky in a few parts but the final bit made me genuinely laugh out loud, very funny
Very nice game, i like the concept here a lot, and the execution and style is very well-polished, but i wish there was more of a cohesive connection to the theme than just the musical parts, even something small like how big each food bowl was mightve made it feel a lot more like something that was heavily thought-through and iterated on.
Aside from that, the theming is very cute and charming, i especially like the logo, its very snazzy :>
This is a really fun and creative take on both the theme and on tower defense games in general.
I love the artstyle used here, its simple but very evocative.
One thing i did notice is that some of the germs are very unbalanced, especially the ones that spread themselves, specifically the worms were basically essential to winning every time, id suggest making every spreading germ relatively weak, so theres a bit of an element cycle going on with weak spreading germs < single powerful ones < gimmicky germs/thorns.
This is adorable.
Aside from that, i love the theming and concept here, also of course a fellow gnome game is always appreciated haha.
I do think the actual gameplay could be polished a little more though, it was a bit tedious to actually look through the little scenes, in part because theres not too much in them but also because the camera control is pretty slow.
All in all a very relaxing game though, the sound design and art direction is very fitting for a cute concept like this!
The grass-mowing stuff is actually a pretty interesting way to encourage people to explore, id definitely suggest working that idea out further!
Its an interesting concept that you can upgrade the scale of all your abilities essentially, but i wouldve loved to see the concept be pushed further, like, rather than use 5% or so, go with something extremer like doubling, or think about what sort of abilities could especially benefit from an increase in scale, like a bouncing laser that gets longer?
As-is the game does have a good gamefeel, and im a sucker for a dodge roll :b
Ayyy, another gnome game, a city-building one too!
I really like the semi-roguelike card collecting format personally, and this one, albeit a little simplistic, is very good too.
I couldnt fully understand how the scorekeeping worked, so there were a few moments where i had no knowledge of why i lost, but that might have been more obvious to others.
Its funny to see how similar this game is to ours, style-wise, with the tiny gnomes whose only recognizable feature is their big hats on the board.
This is a really fun take on the scale concept, one thing i love in games like kingdom rush is how, over time, the level itself changes and forces you to reorient strategy-wise, and this takes that concept to the extremes. being able to sell towers at-will also really plays into that concept, although rn it is a bit too easy to just sell everything and re-build every time the base fractal grows, maybe making the waves come at a timer if you dont summon them would fix that?
Having different sized towers overlap is also a really fun concept that i havent seen done before.
The one unfortunate issue i have right now is that the small towers become irrelevant at the end, being very weak and low-ranging compared to their cost, maybe adding in more smaller enemies that only they could deal with could fix that?
Aesthetics-wise i really like this one, the enemies are maybe a bit too simplistic but the towers are all very varied in abilities and aesthetics, and it all melds together very cohesively. The neon aesthetic and different colours reminds me a bit of enigmata: stellar war.
Id love to see how you could flesh out this concept, and how insane the scaling could become 10 layers deep.
I like the twist on the world of goo gameplay here, its simple but really works to make it a lot harder haha.
Very polished game too, i love the different small icons and the artstyle is very fitting.
This is an interesting physics-based puzzle game, having to use other blocks to rotate is really clever for a complication.
Theres a few issues that hold the game back for me though, the physics are a bit janky and the repeated sounds of the blocks arent fun, this also means my natural instinct to drag blocks to the other side of the screen got interrupted by it toppling over my whole building, which, while accurate for a giant, isnt very fun right now. the invisible borders that destroy your blocks are also a little too closer, i had a few times where it interrupted me placing anything down.
Aside from all that though, im really excited by the possibilities this game has, and i do really like the way the puzzles escalate between the levels, you have a good grasp on what makes the puzzles interesting, and use those in clever ways, all in all, im excited to see what a full version of this game would look like :>
This is an amazingly polished game, i love the artstyle and the curving tower effect, its a very striking style.
my only complaint is that the placeable block shadows are a little hard to see in the heat of the moment.
I really like the concept here, normally im not a fan of puzzle platformers, and ive seen quite a few with the gimmick of "change size at-will", so its nice to see one where you need to think carefully about what order you get the orbs. I wish it was a little more polished though, especially the lack of levels and the relatively choppy controls hold it back. Def keep working on it after the jam!
Thanks, thats really nice to hear! :>
Love the theming going on here, the game is a little hard for me personally, although that probably comes down to me being bad at these sorts of games. It didnt help that the potion-making instructions were sometimes hard to read though, with small text thats tilted away from the viewpoint, even with the enter key it still took away time with having to move between the pages.
I absolutely adore the concept though, id be interested in seeing how crazy you could go with these layered crafting recipes.
This is an absolutely lovely game, loved the music and the art, especially how the aliens have these cuttlefish vibes. i really liked the perspective shift in the last stage of the game, i wish that was also a more obvious thing in the earlier stages. aside from that some more visual feedback would have been nice, such as what minions did what, and that fighting looked more reactive.
Other than that the only things id really want is just, more content haha, which id say is definitely a sign of a really good jam game!
Im a huge fan of big eggplants, love making em grow :b
In all realness, this is a really well-executed game, wish the photos you took actually reflected the growth stage of the plant, though.
I think both me and macro were very satisfied with the Lil Guys specifically yeah, haha.
We both essentially had the same idea for what they should look like :>
we love upside-down parks here haha
You can move the camera up and down using W/up and S/down :>
good idea, the tutorial stuff was implemented maybe 2 hours before the end of the jam haha, so it isnt as fleshed-out as id like it to be.
haha, it gets harder as you go along, yes, theres a few physics things in place to make sure you cant screw up too bad too easily in the early game
getting Science points unlocks new buildings for you, although that might not have been too clear, oh well
gnomes represent!
Extremely fun, loved the lil detail of the music changing tracks depending on the character
Love the concept here, the artstyle is really good too (i esp love the jam page, so much character!) i do think the shrink/grow mechanic couldve maybe been useful in a few more places, right now its best to just mostly be in big mode. The fish minigame is absolutely hillarious but also very jank haha.
I see weve got a fellow gnome enjoyer here :b, we did think about making the buildings drop down from above but decided against it. I did try to change the building system to one that used multiple raytraces, but couldnt get it to work in a non-jank way within the time.