You have a stew boiling. Nearby Goblins want it too. Don't let them!
Zarguuf is in trouble again! This time he has decided to prepare some delicous stew but a horder of nearby goblins are feeling hungry too. Now Zarguuf must fight for his life and stew.
WASD / Arrow keys: move and climb stairs
Mouse left: cast magic missile
Mouse right: cast fireball
Note: Currently the only supported aspect ratio is 16:9. You may experience some nasty view clipping with other aspect ratios.
Defend your tower against waves of enemies, each increasing in difficulty. Killing enemies grants you mana which can be used to buy upgrades between waves. In case your front door gets broken you can also choose to spend your mana to repair it.
YEAH I MADE A TASTY STEW
The only thing I didn't like was how hard it is to blast ground based greenies from the top of the tower, but I understand the gameplay reasons for having to make the wizard run around.
Other than that I loved this. Obviously it'd be great to have more enemy types, maybe some super tanky boss wave or something? But it's just so satisfying to upgrade your arcane missile and rake waves of bats out of the sky, or let a few greenies pile up at the door before popping off a fireball. Great job, I just wish there was more of it!
A tasty little game, thumbs up.
Liked this one! The different types of enemies were neat and the controls felt very good. Did have a few minor gripes though, mainly I found it difficult to take out the shield guys because of how long my fireball to to recharge (maybe there was a trick I didn't get or something), and also it's a shame you can't fire off the tower, because that would have been neat. Besides that, great job!
A serviceable jam project. The visuals and audio are there, other aspects come a bit short.
Defeating waves of enemies by moving about and lobbing projectiles is an old idea. Having a gate to protect and repair is a fine start, but should have been taken further. The tower could have its multiple floors targeted by different enemy types. If a floor is destroyed the player loses a benefit of some kind or the enemies receive a boost instead.
Similarly, having three floors increases the challenge on paper, but in practice movement is not needed as each enemy type can be attacked from the gate. If flying enemies could only be attacked from the top by making each projectile arc heavily (the upgrades ruin this at the moment) there would be an actual reason to climb up and down. Slower enemies, longer spell cooldowns and one hit kill projectiles would incentivize accuracy over spamming.
In short, utilizing the tower more would improve the latter ratings quite a lot. The technical qualities are good however.
Overall: Average (5.0)
Graphics: Good (7.0)
Audio: Good (7.0)
Gameplay: Average (5.0)
Originality: Bad (3.0)
Theme: Below Average (4.0)
Yay for tasty stew!
I enjoyed the game. I felt that the balance was a bit off, with a pretty big difficulty spike in one of the middle levels, but otherwise just very easy. I found myself standing at the doorway shooting for 99% of the game which was a shame, but felt like a bit of a dominant strategy as I could hit all fliers before they got to the tower and hit the field of shield guys so they couldn't stop my magic missile spam. I think the game needs more reasons to move, because currently it can get a little mindless and you can ignore a lot of things.
I enjoyed the art and sounds, though it felt a little stranget that the audio just got louder as it hit more things which got a little out of hand at times.