I always love to see it when a designer takes a familiar game idea and turns it squarely on its head, which is exactly what you've done here; very big props for doing something original. I like your art style as well, for both the guests and the little mini-game creatures. The mini-games are a nice way to break the action up, though some reward for completing them would be nice and they're the source of a very frustrating bug: if you finish the level at the same time a mini-game pops up, some of the creatures will be hidden by the new message and you won't be able to do anything. The pause timer moves further and further into the negatives. While I'm sure this doesn't happen very often, anything that causes a piece of software to freeze up is bad news and should be taken care of.
An anti-defense game where you HAVE to get the swarm to the last point, that's a great idea. As said previously, reminders of what upgrade does what should be there when you hover over the different ones.
The minigames were also a nice addition except for one point: when they happen at a time it is impossible for you to get them before the timer gets at 0. It should be disabled in the last 10 seconds to let people time to use the boosts instead of getting blocked at the last second.
Lastly, there should be a number of guests that would be allowed NOT to get to the party so we don't lose over one slower one. Like after 10 guests no present to the party, game over. Not 1.
nice and different, thank you!
pissed me off
those minigames came at the worst possible moments and have nothing to do with the game itself. Also the coffee bean tree sucks the people go nowhere after being hit the only thing that can make you min is the coffee machine and the piece of bread
Upgrading the coffee trees will make them bettre at later levels. The minigames was an experiment to add another element to the classic TD, to bad you didn't like it :)
Well that's one of the weirdest experiances of my life