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Pompasaur

5 Game Reviews

2 w/ Responses

The visual style is wonderful! Really stays true to emulating the gameboy and the music is gorgeous! The challenge is simple on the outset but once new elements get introduced, it really starts to tickle that little problem-solving itch in my brain.
I do think that starting the level and jumping don't need to be different actions, my guess is that in testing people were starting the level too early by accident because they were still hitting the jump action from the last level? I think if you added an initial 1 second wait to whatever script starts the level it might fix the issue and allow you to have the game only require one action for everything.
Of course it's not make-or-break that the game have this, and who knows maybe I'm totally off the mark lol.
Regardless, amazing work from everyone involved!

LeviRamirez responds:

So it's mostly "Tradition" at this point in the series to have separate buttons for starting and jumping, but also it's to prevent the player from starting a level by jumping, and I'd rather NOT add a input delay in a game that's all about quick-reaction jumping

I'm glad yo still liked it though!

This rocks!
Could use some animations like the player character walking but regardless I had a blast playing through the whole thing, nothing overstayed it's welcome and I was always looking forward to the next cutscene and level.
Good stuff!

Super fun and addicting to play! The player has meaningful choices to make throughout which is great.
The concept is nice and easy to pick up with some subtle strategy in there too.

My main critique is that the enemy health leaps too much in the starting rounds. I found a lot of the time if I didn't have the right mixture of turrets in the first 2 waves, I would just restart the game because I knew I wouldn't make it past wave 5.
I think the difficulty spike for the game should be a bit later, like maybe wave 10? Because then if the configuration of towers is too weak to survive it'd fall entirely on bad player strategy, rather than a bad run of RNG.

A wild suggestion I would have is to maybe have something the player can do during the waves playing out beyond modifying buildings? When you don't have money or any buildings you want to sell/merge you're sort of waiting for the wave to end, which isn't a grievously bad thing, it's at most like a minute of waiting. But I think maybe some sort of passive boost you can grant to a single building, or maybe clicking on certain enemies to slow them down temporarily (with a cooldown of course) could give the player something active to do while the wave is playing out? Would really depend on how it tests, and of course you don't want to overcomplicate the game, just a thought.

All in all really solid job, I thoroughly enjoy playing it and will definitely revisit it from time to time.

EDIT: Still haven't beaten the game but it's definitely much easier to make some progress! The change in tower behavior is much appreciated and really helps with the higher health enemies. PS: If I were you I'd just block that rphb guy, he's whiny and angry with literally every game review he does regardless of quality lol

unikotoast responds:

Thank you! I've decreased the fifficulty for early game and towers now try to target lowest hp enemies.

I wanted to add some abilities for the witch but Pico-8 has very strict limitations on the size of the game so I had to really think hard what to include in the game.

Nice satisfying logic puzzles, really enjoy the mechanic of needing to think your moves out when you're away from a recharging platform, every action's gotta be deliberate.

Great work!

Really great execution in such a short time! Wasn't tedious and didn't overstay it's welcome, would love to see more stuff in this vein

Joined on 12/30/20

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