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A jam submission

TD Fren's Tower Defense GameView game page

Stop crab from snib snab
Submitted by td_fren — 2 days, 23 hours before the deadline
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TD Fren's Tower Defense Game's itch.io page

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Comments

Submitted(+1)

Genuinely surprised this is a unity title (doesn't look like one). pretty solid gameplay and just needs some juice. as far as the balancing stuff goes, I think it will go a long way to have a target setting of closest to exist for "sniper" type towers to pick off stragglers

Submitted (1 edit)

I feel mid-round tower placement is pretty important for the feel. At first, doing stuff like starting a wave and then spending a few seconds working out why I can't play the game is a bad feel that I only got out of because I knew some tower defence games lock you out when you're in the middle of a wave. That, and having something you can do mid-wave gives more to do.

There's a bug where you stop being able to block enemies entirely. I don't know how, but I put towers in a line on the bottom-left until eventually I could just place a frost tower right in the enemy's path and they just go through it, and at that point I couldn't block enemies any further.

The automatic wave timer doesn't feel necessary until there's the capability of multiple waves being on screen at once, and you can accidentally start two waves at once if you're foolish and click the next wave at the same time.

Power tier list:

A tier: Sniper / Poison / Wall

B tier: Everything else

Hard to really tier them right now without a lot of playtime.

Finally, I feel a 'randomize' option is sort of against the point of a strategy game like this. You might randomly win or lose waves depending on RNG with the same set-up but you might want to use randomize anyway for, say, poison. If there was an option that said "spread shoots evenly" / round robin I feel that'd be more appropriate if you can make it.

i enjoy crab

Money seems a bit tight. Crab enemies are really tough.

If mazing was an intended feature, consider lowering the base cost of the wall to 1 and then having it increase as you place more. Additionally, it's pretty hard to make a maze even theoretically, because walls have the same restrictions as towers and cannot be built on the sand. Perhaps walls should have different restrictions than towers because at their current price point and placement restrictions, they're kinda useless. If mazing is an option, on this map I would include more of the steps over the cliff faces to allow mobs to cross the other mountain areas if you maze them there.

I would love to see some kind of "total kills and total damage dealt" on each tower. That's just my own autism though.

Tower targetting options should include "Closest to Exit" and "farthest from exit" because it seems like those options are "closest to this tower" and "farthest from this tower". Additionally, poison/slow should probably have a "prefer not poisoned/slowed enemies" checkbox. Sniper should have a "target highest armor" option.

The first wave probably shouldn't start before I click start. Every following wave can stay on the timer, that makes a lot of sense, but I would prefer to have as much time as I want before the first wave starts.

(+1)

Where you can or can't place towers didn't really make sense to me, is it based off the range of the tower overlapping with unplaceable terrain?

The tower placement is also a bit weird I think as it just shows the full range of the tower but the tower is only 1 square in the middle of that range, i think it would make more sense if you showed the tower square and then the range as a different colour around it (and transparent)

Developer

Thanks for the feedback. The build rules are 1. you cant place two towers directly beside each other and 2. you can't build on unstable terrain such as sand or  cliff ledges. I had trouble depicting a cliff ledges from a top-down view and tried to copy what the old pokemon games did (but even those weren't fully top-down ). The idea was the 3X3 area around the tower was suppose to show that it cant overlap with another tower

As for the range, its based on the circle radius, not tiles. 

Submitted(+1)

Let me preface this by noting that I'm pretty bad at TD games, since most of my experience comes from the Bloons series.
I think your gameplay is really solid. The towers you do have are all distinct and have their own niche uses. The enemies as well have good variety, which forces me to rethink my defense layout. My only issue is that not enough money is rewarded from killing enemies. I think upping the amount per enemy by just one or two gold should be enough, since at the end of every round I find myself only able to maybe place one new tower down. I hope to see more from you mate, good stuff.

Developer

Thanks for trying my game and giving feedback. I'll make it so the amount of gold you get from enemies scales up with wave number