very clever timing-focused combat mechanics, really helps create a stress-release balance. the hammer seemed to be much better than the others, so I played with that one the most. Music worked super well and I was very impressed with the little enemies.
Great concept, I really enjoyed the game. Only thing that bothered me was figuring out in which direction the character would attack. Generally they would attack in the direction they are facing, which is also difficult to determine due to the symmetry of the sprites, but sometimes the ranged tower would also shoot in the opposite direction. Sill, nice little game with potential.
First, I thought that the game was going for a mario bros clone, but it turned out to be much more unique! Lots of stuff going on but I feel like it is still on the manageable level. Text and units feel a bit small. Coin physics are satisfying. Interesting take on TOWER-defense :D
Took a while to figure out the mechanics, but overall a pretty neat concept. The upgrade UI could use some work, and I couldn't figure out if there was a way to place more towers than the two at the start of the game, but the movement felt solid. The attack direction was a bit fiddly but it sort of felt like a skill after a while, and with tight controls it's less of an issue.
What a nice mix of tower defense, bullet heaven, and Super Crate Box! Having running powerups that required you use the correct tower was a really smart addition that guided you towards using all the towers instead of just the same one (though I mostly stuck to the green one - the rapid attack speed more than made up for it lack of power). I got to the boss fight but I unfortunately hadn't leveled up enough to beat it, but I still had a lot of fun playing!
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Nice work!