Comment: - I played the git link as itch.io wasn't working.
Good: - Visuals Style and sound were well done. - Animations were clear and communicated what was happening effectively. - No issues or bugs. - Basic instruction was clear enough for me to start playing right away.
Bad: - Not much replay-ability beyond the initial learning phase. If the game got more difficult it showed no signs of it past the first 10 minutes, if it does you should change the ramp time. - The enemies don't seem to path around the towers, this means there is no benefit to building towers to path them through the most damaging route, instead filling the board is maximum effectiveness. - that lack of pathing means filling the board is most effective win strategy, this doesn't reward planning or resource management. - The available gold is probably too high, as of wave 14 (10m:25s) I had completely filled the grid with towers and could spawn 2 sparks at a time. I had 2940gold spare to rebuild anything destroyed. Enemies never mad it past column 11.
What would I change/consider: - Add enemy pathing, this encourages better tower layouts and rewards player planning. - Add enemy more types that will skip or jump over the tower lines, this ensures player needs to defend the home effectively while balancing that with expanding to meet new enemy volumes. - Ramp difficulty higher, or reduce gold rewards. - Give sparks a role, clear one, perhaps add an alternate use for energy, such as a damage/attack speed booster or something along those lines.
LD41 — Combine 2 Incompatible Genres (1)
Chromatic Gorilka Typo by Lucas Carvalhaes 2018-04-24T02:16:47Z ♥ 5
Great work, love the style.
Comment: - I played the git link as itch.io wasn't working.
Good: - Visuals Style and sound were well done. - Animations were clear and communicated what was happening effectively. - No issues or bugs. - Basic instruction was clear enough for me to start playing right away.
Bad: - Not much replay-ability beyond the initial learning phase. If the game got more difficult it showed no signs of it past the first 10 minutes, if it does you should change the ramp time. - The enemies don't seem to path around the towers, this means there is no benefit to building towers to path them through the most damaging route, instead filling the board is maximum effectiveness. - that lack of pathing means filling the board is most effective win strategy, this doesn't reward planning or resource management. - The available gold is probably too high, as of wave 14 (10m:25s) I had completely filled the grid with towers and could spawn 2 sparks at a time. I had 2940gold spare to rebuild anything destroyed. Enemies never mad it past column 11.
What would I change/consider: - Add enemy pathing, this encourages better tower layouts and rewards player planning. - Add enemy more types that will skip or jump over the tower lines, this ensures player needs to defend the home effectively while balancing that with expanding to meet new enemy volumes. - Ramp difficulty higher, or reduce gold rewards. - Give sparks a role, clear one, perhaps add an alternate use for energy, such as a damage/attack speed booster or something along those lines.