August 19th-22nd 2011 :: Theme: Escape
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Help save the world of Glissaria in an action packed mix of tower defense, match3, and rpg elements!
Downloads and Links
Ratings
#8 | Community | 4.00 |
#15 | Innovation | 4.13 |
#38 | Graphics | 3.97 |
#70 | Overall | 3.48 |
#83 | Fun | 3.26 |
#237 | Audio | 2.21 |
#246 | Coolness | 2% |
#290 | Humor | 1.71 |
#468 | Theme | 1.90 |
Comments
I really liked this game. I hope you continue working on it because it has lots of potential.
Couple Notes:
-At first I had no clue what was going on, I basically had to read the tutorial image to figure out what to do.
-One suggestion would be maybe you could start out with enough wood to make a tower.
-Really like the socketable Gem idea
Great job, really enjoyed it.
I agree with the below that the first screen looks like an ad. I found the game bewildering at first, and navigating between the areas was difficult. I also was not aware of how close I was to losing at any point, so it shocked me whenever I did.
An interesting concept to say the least. Although I do feel that there's too much going on for what amounts to a relatively simple game.
Huge props for trying something TOTALLY different to anything I've seen in this LD (or in gaming in general actually) and I feel that if the game was less time-based, I would have enjoyed it a lot more. Unfortunately this feels like playing chess while dancing the macerena.
If you decide to build on this game, may I suggest making it turn-based, it's awkward to be puzzling for resources while keeping an eye on the battle to the right.
Nice idea and optics, but it remains quite hard to understand.
Wow, quite ambitious idea you had there, and very well executed for this short timeframe.
Sadly I did not get what this has to do with "Escape"
It took me a while to really figure out how the mechanics fit together, and resource collection (specifically having to drag the locked blocks off the playing field) seemed a bit fussy. Other than that, it's a very fun gave and innovative to the max. Very impressive for 48 hours :)
I really like the concept here. The only problem is that there's so much going on that I feel completely disoriented. It's pretty tough too. Well done!
An interesting idea, but it's hard to understand what's going on. Starting with a few resources to build towers would help, as would making it clearer when you have the resources to build a tower.
When you make a match the "gems" should disappear automatically, the extra step in unnecessary. I think it would be better if the grid were smaller so the pieces would be bigger. Daring concept to take on though. Nice twist on the theme
Excellent. This is probably best I've yet tried (from almost 150 entries), first I spent a whole lot time clicking and staring blankly at the screen, second I've passed links to my friends :)
Well... after I understood the game mechanics, because the step "move out of the board" kinda escaped my notice :)
About the only weak part is audio (thank you for the mute key) and connection with the compo theme is kinda... forced. Monsters escaping from the prison directly to the hero's castle...
The audio loop is far to short, and gets annoying very fast. Once I figured out how to play the game was pretty fun and looks like it has a lot of potential.
It was really hard to read all the text to try and learn what I was supposed to do and even on easy I couldn't survive for long, but overall a nice game.
Alright, I figured it out.
Neat. The match-3-variant is quite unique and new, and the combination of tower-defense and hero (with stsats+inv) is cool aswell.
The "Too. Much. Stuff."-problem remains, unfortunately.
as a TD fan i really like it, it improved alot in the followup version
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Your first screen looks like an ad, other than that, I really liked the game play and graphics. Sound was a bit annoying after a couple of minutes, but it was better than silence.