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A jam submission

DephantableView game page

A Small 2D Tower Defense
Submitted by jeromiboi — 12 hours, 59 minutes before the deadline
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Dephantable's itch.io page

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Comments

Nice little game. The graphics are cute and the game is really intuitive once you figure out what each building does. I would suggest rebalancing the upgrades. A 50-100% damage increase from holy water is way better than the swords or bows, even if it takes a lot longer to make. 

Developer

Hey, thanks for playing! Yes I had a lot of struggle with the upgrade system and will probably change it to something more fun and easier to balance.

Submitted

Hey, I remember your game from DD43. Your art has improved.

Here's a video of me playing (no commentary)

https://litter.catbox.moe/7jalu0.mp4

link expires in 3 days. I hope you get to see it.

It looked like the villager spawner was stopping at times until I hovered over the bar. I am not sure if you will see it in the video.

The upgrades are really weak. I would also like to see some indicator showing that the unit was upgraded. Either change in color, or maybe a little star above them, anything would be better than nothing.

I don't know if getting to wave 9 is good, but it felt good to me.

Maybe have some breathing rooms between waves, with some building upgrades, maybe allow me to rearrange my units.

Knights are not tanky enough, and I cannot really replace them when monsters are already stepping on them.

I look forward to your next DD. It was a nice surprise to see you back.

Developer

Hey, thank you for playing and recording! Even witout audio I can clearly see your thinking process, this helps a lot.
In the video everything seems fine with the villager spawner so it might

Yes the upgrade system needs to be modified completely.

I also think knights could need a little more health.
It was intentional that you cannot place units on fields immediately after another died but idk if it might feel frustrating. Just wanted to make sure if an enemy unit kills one of yours it steps at least one field forward.

Thank you really glad to hear that!

Submitted
In the video everything seems fine with the villager spawner

I think it might be just moving behind the number, which sometimes may look like it stopped, so don't worry about that. Maybe make the number smaller, or the bar larger, so you always see it moving.

The only game I played like yours was the original plants vs zombies, and another game which I don't remember the name of.

I don't know if you are going for your own spin on it, or you would like to make it more like plants vs zombies.

Developer

The intention was that it's inspired by PvZ and Cartoon Wars but not some kind of clone so I try to find creative ways to do some things differently.

Submitted(+1)

I look forward to seeing future builds

Submitted

-Needs health bars.

-Needs a timer to show when the next wave starts.

-Double clicking shouldn't remove villagers. It makes putting them in buildings take way longer and I thought the game was just unresponsive until I realized what was happening.

-I don't get what triggers the upgrade popup to appear, and why do they have to be random? Just have a normal goddamn tech tree. How am I supposed to know how much 50 health is?

-Add the ability to set a rally point for new villagers.

-Is there any reason not to put your starting villagers in the middle house? If not, just have them start in it.

-+3 attack / +2% attack speed when upgrading a unit is pathetically low, and upgrading knights is pointless with how quickly they die.

-Too much RNG with the enemy spawns. If they're too spread out at the start you won't have enough villagers to keep up. What are you meant to do if 8 enemies spawn in the same lane?

-Archers should always attack the closest enemy instead of spreading out their damage randomly.

-Knights die almost immediately if you place them on top of enemies, but the map is too small for you to place them behind ones that die. It needs to let you move units forward. Knights die in seconds once the armored enemies start spawning.

-Mages seem kind of shit for how long they take to make.

Not knowing how much health your units have makes it practically unplayable since you have no idea what you need to focus on. Is there any way to heal units? Do they regenerate health?

Developer

Hey, thank you for your detailled feedback! The double click is for mobile since they dont have a right click but I also dislike the double click but didn't came up with a better solution yet. All the other points are noted and I will work on it.

Submitted

Had a little crash switching browser tabs after wave 7 or 8:


Apart from that, its gotten a lot easier now, not sure if it will get too easy tho.