Thanks for playing!
Teiple
Creator of
Recent community posts
The game mechanic is simple yet effective. I love the background music that you composed. Your color palette went very easy for the eyes, all the colors were a bit de-saturated to look more pleasant. And kudos for having a level selection menu, so I could pick up where I left off. Sorry I couldn't get through the final level, it was hard to time it right and there weren't any extra turns, so when I missed one corner I had to do it all over again.
I enjoyed it. The way you implemented the difficulty was nice, the complexity was increased over each level, with the last one being larger and having more enemies than all the others. I saw a few possibilities that got cut towards the end too, like how we only had one chance to use the Archers/Arbalesters on our side.
However, I had a few problems with how the game conveys itself. It would be nice if not only the lives but also the name and attack range showed up when you look at an arbitrary unit. For me in the first time playing, it's hard to tell what unit is what, even though they all have different sprites. The Arbalesters have far-range attacks, but their range wasn't clear, I didn't know they could attack at the corner blocks as well. Maybe it was because of my lack of experience in this genre, but a visualization of their range would be nice.
Overall, it was fun playing your game. Here is my screenshot for the final level. I managed to have all of my crew make it until the end :D
I like the art style of the narration at the start and the end of the game. The levels themselves were well planned, introducing new mechanics gradually with the difficulty gradually increasing as well. I think you chose to go with the pixelated art style for the gameplay to save time, but it would look very cute and more consistent with your intro style. I will say that the background music was a bit repetitive after a while though.
I like that there were multiple layers of the music and they got added in after you hired more musicians or leveled them up. I also noticed that the cymbals moved with the beats, which was a nice detail. But besides all that, I don't think there was an adaptation of the theme of 'Automation' anywhere. It was a very short tycoon game, and the only gameplay was spending money and waiting for things to progress. Overall, the musical elements added a delightful touch to the game.
I enjoyed this. There are only a few levels but their complexity is high, especially the final one. The art style is cute. I love the robot's animation when they plant trees and menacingly burn them down. The way the effect propagates was also very well done, there is sometimes the need to destroy a plant after the effects propagated to save more space. The simple sound design was enough to make it work. The sound each block of land made when I hovered over them, combined with the natural ambiance felt very relaxing. The only issue I want to point out is the big trees will cover what the plant behind is, sometimes you can't tell whether or not there's a plant behind them at all. A transparent sprite appearing when you are hovering on one of those blocks would help.
That was a lovely game. At first, I thought it was simple, but it got harder in the end. I haven't played many games of this genre so it took me a while to figure things out. I didn't know what the Tunnel did at first despite its name giving it away. The only part I didn't understand well was the Trash, I guess it helps you clean up a busy line of unwanted items faster than deleting each cell one by one (?). Anyway, it was a relaxing experience, making bread and leaving a mountain of dough on the conveyor belt while staring at the screen, thinking about how to structure the whole thing. Here was what I came up with the production line for the final requirements:
Thanks for playing it! I had a great time doing the settings and learned a lot. Yes, the present is supposed to be dropped if it collides hard enough with the environment. It happens because the object is physical, so it should properly interact with the environment physically. But because you want to hold it, it will try its best to get into your view to be manipulated. Sometimes, this is impossible due to it getting stuck in its surroundings, so dropping it is the only way. The idea was not conveyed very clearly in the game though. Maybe some "failed" sound effects when you dropped it will make that easier to understand.