Key to survival according to Malerouille.
Step 1. Build a house!
Step 2. Survive the night!
Step 3. START FUCKING LIKE CRAZY!
I enjoyed it! You should add things like warring factions to not only add enemies but have a way to make peace with them and then you can breed with them and have variations of colored children. That way if you're alone you're not totally screwed just yet.
Hi hi thank youu <3 Yes I'm supposed to add tribes "politics" (wink wink) for the 1.0 version! Along a lot of stuff to complete this version UwU Thank you for your feedback it's super coolll
Interesting game, I like the idea of sex to spawn new units but I didn't get to experience it in my first game because while I was busy trying to figure out controls and what I was supposed to do and how building/harvesting worked my poor boy fox got killed in the first night. xD Maybe your first foxes should have one spare life to start with. I then managed to go 9 waves alone and win.
The one major thing I noticed was the crosshair was completely off, attacks and stuff happened much lower than where the crosshair is so it did throw me off a bit. Other than that its a nice little game to pass time.
I think it would be cool once there are more animation frames in the game but the mix of 3D and 2D sprites was a bit jarring, I would say go peek at Dungeon Keeper 1 to see how it done its own 2.5D style maybe that would give you some idea to implement your graphics.
Enemies were a bit iffy too. The way they zipped about so much really made it hard to keep track of them as they would really zoom about quite a bit, they also lost tracking if you jumped and would find something else to attack.
Surprised this doesn't have more comments, so I'll add one. Liking what I'm seeing so far. The 2d spritework blends nicely with the cell-shaded 3d. Gameplay obviously needs refining, but it's got a good hook to it.
As has been said, difficulty is probably a bit too punishing currently. Should probably be a few trivial waves of just one or two weak enemies so players can go "Oh ok, that's what we're doing." And maybe a bit of a slower ramp-up. Beyond that, I'm not really sure what to say in terms of what the game needs, except probably more streamlining. If this really is just a game about growing faster than the enemy and surviving waves, the friendly AI has to get smarter, and there needs to be more effective passive defense options. I'm reading this as effectively a tower defense game, and tower defense games usually transition away from manual player defense to relying almost exclusively on passive defense you've built up in short order. Maybe have allies man certain defenses?
Also, wanted to give kudos on how relatively bug-free this is. Had zero crashes, or even odd behavior, and zero slowdown due to hideously poor optimization as is often the case with alphas like this. Seems like some solid programming on the back end, well done.
Also, you should really share this as a gallery pic with the download info, a quick summary etc. A ton of people on FA just never check or read Journals, so this will be completely invisible to them.
Hello Adallah, thank you so much for your feedback it's super nice!!
I'll try my best to finish all the stuff regarding the allies and the difficulty UwU
And thank you for the gallery tip, I'll do this I feel dumb not thinking about it myself X)
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Step 1. Build a house!
Step 2. Survive the night!
Step 3. START FUCKING LIKE CRAZY!
I enjoyed it! You should add things like warring factions to not only add enemies but have a way to make peace with them and then you can breed with them and have variations of colored children. That way if you're alone you're not totally screwed just yet.
The one major thing I noticed was the crosshair was completely off, attacks and stuff happened much lower than where the crosshair is so it did throw me off a bit. Other than that its a nice little game to pass time.
I think it would be cool once there are more animation frames in the game but the mix of 3D and 2D sprites was a bit jarring, I would say go peek at Dungeon Keeper 1 to see how it done its own 2.5D style maybe that would give you some idea to implement your graphics.
Enemies were a bit iffy too. The way they zipped about so much really made it hard to keep track of them as they would really zoom about quite a bit, they also lost tracking if you jumped and would find something else to attack.
Hope the feedback helps. Sorry to be a pain.
As has been said, difficulty is probably a bit too punishing currently. Should probably be a few trivial waves of just one or two weak enemies so players can go "Oh ok, that's what we're doing." And maybe a bit of a slower ramp-up. Beyond that, I'm not really sure what to say in terms of what the game needs, except probably more streamlining. If this really is just a game about growing faster than the enemy and surviving waves, the friendly AI has to get smarter, and there needs to be more effective passive defense options. I'm reading this as effectively a tower defense game, and tower defense games usually transition away from manual player defense to relying almost exclusively on passive defense you've built up in short order. Maybe have allies man certain defenses?
Also, wanted to give kudos on how relatively bug-free this is. Had zero crashes, or even odd behavior, and zero slowdown due to hideously poor optimization as is often the case with alphas like this. Seems like some solid programming on the back end, well done.
Also, you should really share this as a gallery pic with the download info, a quick summary etc. A ton of people on FA just never check or read Journals, so this will be completely invisible to them.
I'll try my best to finish all the stuff regarding the allies and the difficulty UwU
And thank you for the gallery tip, I'll do this I feel dumb not thinking about it myself X)