This was absolutely incredible, best game I played so far.
Really loved the gameplay, both it and the presentation felt very polished, and the gameplay was intuitive and easy to understand, but I would have really liked to see a speed-up button during the actual tower defense rounds, since now things could get a bit slow from time to time.
I really liked the theme of the game as well, great job!
RuneFish
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I like the idea behind this, having to take care of someone doing a jam, though currently, it feels like more could have been done to explore this concept.
If you were to take this game forward, it would be cool to make the different systems feel more interconnected, like creating a resource economy focused around 'energy'.
Progress on the game could drain energy (like development, design, making art / music, testing), and systems like sleep and caffeine could restore energy, with their own risks attached (like losing time for sleep, and something like enjoyment / health for caffeine). At this point I'm just rattling off ideas though.
I think the concept behind this is super strong, and is a nice meta approach to the theme!
I quite like the idea of this game, and think it fits the theme pretty well.
I feel like that currently, the camera moves a bit too slowly, especially considering the fact most people would take at least 3-4 cycles to deal 50 damage.
It might be interesting to more strongly limit the player movement (since generally in tower-defense games, enemies approach the base in a pre-determined line), and require the player to fully focus on moving up / down to dodge enemy projectiles (and if you wanted to take this further, you could lean even harder into the tower offense concept by having the player actually try and construct waves of enemies to take down a tower, with the win condition being destroying the tower (or pc in this case) in as few waves as possible).
One final note, please put the explanation screen right after the 'play' button as well, so players are forced to look at the rules (in my personal game jam experience, people want to start playing these games as fast as possible, so even when controls are explained separately in a different menu, most people won't take the time to go through them if not forced to).
Thanks so much for your kind words! I'm glad you liked how the game looks, we're very proud of the art made for it.
There is no way to stop the infection from spreading forever, but the infection can be slowed down. You can slow it down by watering plants that have already been placed, to make them grow larger (from seed to fully bloomed). By using the ability bound to the 'r' key, you can snip away the infection from the plant. This does also set the plant back one stage, and saplings can't be snipped, so it becomes a bit of a balancing game.
Once again, thank you so much for playing :D
This was a really fun, solid project. I love the variety the player gets up-front, with a very literal adherence to the theme. Mowing down hordes with these randomly configured weapons and upgrades was really cool!
If you're intending to add anything when the assessment period is over, I would love to see more of the randomness while playing as well (maybe give players a choice of random upgrades after they kill a certain number of enemies), and/or some sort of trackable leaderboard so I can compete with other players.
You did a really great job!
This game is really really nice. I love the presentation, the art is really simple and pretty, and it's a great amount of frustrating!
The design was really solid for a game jam game, with especially the timing challenges and the level timer not allowing the player to just stand still until they got a good keyboard 'roll'