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Minesweeper TD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #14 | 2.947 | 2.947 |
Originality | #17 | 3.263 | 3.263 |
Overall | #26 | 2.912 | 2.912 |
Presentation | #32 | 2.526 | 2.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It is a bit to into it and I had to read the description a few times, but after that it was quite fun! I guess the UI can get a bit confusing and could be a bit clearer.
Nice game! I think it looks great and it's cool seeing what the director is going to do next. The controls were not immediately intuitive; despite reading the description I started clicking the browns squares right away which didn't work. I think what would lift this concept to the next level is if you actually had to solve a minesweeper level while you played it, so where you could only build towers on randomly placed "bombs". But maybe that would make the TD part too difficult? Anyway, it's a cool concept and nicely executed.
I did it this way because I wanted you to have some choice in where your towers go. If you could only place on bombs, there's only one solution. Then the strategy would be in which order you place towers and which towers you placed where. Which is an interesting proposition, but I decided to explore being more free in where to place towers. In my head, I thought that you would have more freedom, but when I got it implemented, it doesn't give you very much more freedom so it's mostly negligible. I also thought the way a minesweeper game unfolds is you get a large contiguous region of blank tiles where there are no mines and the whole map is usually connected. I thought that would be antithetical to the Isolation theme. Not that my version really does much better, but this is what I thought early on when I decided what route to take. I thought with a system with no set bombs, you could safely click anywhere to open up a new section to build around. But I didn't get that to work so you don't see that phenomenon in game.
I enjoyed it - it's a solid tower defence and your two twists were nicely implemented. At the start of the game I saved money so I could react to the director's next plan, it was a nice balancing act. My castle became more and more powerful and by the end of the game I saturated each ring with bomb towers and swarm towers, it'd be good to alter the game somehow so it retains that uniqueness that it has at the start of a run.
I liked reading your plans for the next step of the director too, I'd love to see it in practice and hear of any weird quirks you found while implementing it.
I do have a couple ideas of how I could preserve the early game - mostly just things I realized I designed wrong. It is kind of weird how the game can feel so different in the early game than even the mid game. Just the lack of choices in placement early makes a big difference in the game feel.
Some things I've already learned about the director is you need multiple enemy types to make it works. Spawning enemies in a different pattern like I did is a poor substitute. And that the idea of having multiple directors running in parallel is probably the right way to go. I noticed that the line spawns almost feel like a separate director because the enemies take so long to get to you so they start to overlap with other spawns and arrive at the same time. Multiple groups of enemies arriving at overlapping times is quite compelling.
This was an awesome concept implemented well. I had a lot of fun with it. My only feedback would be I felt like the swarm towers were a little OP. I pretty much went exclusively swarm towers and once the map was full the FPS would drop to almost nothing. But other than that I enjoyed the variety and it was an interesting use of the minesweeper style mechanic. Also great to see Bevy being used in the wild! Good work!
Forgot to add I like the "AI Director" that would tell you the characteristics of the next wave. It was a nice touch
The swarm towers were the last that I got working so they had less testing and balancing. I also vastly underestimated all the different moving parts that goes into difficulty and balance with a tower defense game. So if things are even the least bit balanced, I'm happy. I wonder why the FPS gets so low. Is it just natural from having a ton of things on screen or did I goof up something like stuff isn't getting deleted properly? Might have to look into that. I'm still learning Bevy, but it's been fun so far.
Nice simple concept and imo done very well, had alot of fun with this one. Good Job!
Great game! It was fun and the difficulty definitely ramped up as play went on. I loved the duck enemies willing to sacrifice members of their ranks just to destroy your castle. Nice job!
After I figured it out very fun, but I won first try with full health, so maybe a bit hard would have been nice. Only thing missing is some banging music and sounds and its a full finished game. Loved it!
Nice, when you get the hang of it is really fun. I almost completed the entire map