I like the pretty and simple tower defense design. Pretty good game
Play Square
Square's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #323 | 3.341 | 3.341 |
Graphics | #374 | 3.500 | 3.500 |
Game Design | #385 | 3.273 | 3.273 |
Audio | #423 | 3.136 | 3.136 |
Overall | #423 | 3.193 | 3.193 |
Theme | #482 | 3.114 | 3.114 |
Innovation | #614 | 2.795 | 2.795 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
My game fits the theme by having a calm phase where players build and upgrade defenses, preparing for the chaos of the next wave of enemies. When the storm hits, waves of circles attack relentlessly, creating a clear contrast between calm preparation and chaotic action.
Did you write all the code and made all the assets from scratch?
I reused some code from previous projects and incorporated pieces of code from a few online tutorials.
Comments
Nice Music. The tower defense section was fun and the changing colors was a good touch.
Very cool tower defense game. Quite challenging as well. This was one of the best project's I've played so far. Biggest critiques was the ability to destroy and rebuild building instantly felt like a kind of cheap way to win, but it was nearly necessary to survive the onslaught of waves. I felt like for a tower defense game, I had to be way too focused on the wave section. Other than that though, well done!
had another day with this after the difficulty tune up, i really like it. made it to level 70, not sure if it was meant to be played that long lol
pros
restructuring mechanic was unique, most td games penalize it so its a good change
placement ui/controls were intuitive
nice art style and variance of color throughout
upgrade towers bring a nice risk reward kind of system. less space, more power, but if you have to move itll hurt. allows players to strategize with which towers need to change
monitoring health during rounds kept player active, many td games become stagnant
cons
strategizing quickly became bland since the only difference between each day was direction, otherwise same strategy could be used every day by just "rotating" the tower layout. more details to vary play would be good
level didnt allow for much variance in strategy, felt like the only thing to do was surround diamonds with walls
monitoring walls for hp eventually became tedious, especially needing to double click rather than click once.
misclicking was easy given how close towers were and there being only two buttons to do everything
wrist hurt after many clicks of mouse lol
minor bugs/details
cant see health bars on vertically adjacent walls, minor hiccup
walls would die nearly instantly to certain enemies, no time to heal. not sure if intended
minor lag in later stages. sure its because of html mostly, but it could also be the large number of bullets.
might want to try to simplify the bullet movement script since there are so many of them.
HAHAHA thanks so much for all the feedback! You described the pros and cons of my game perfectly, I don’t think I could’ve put it better myself. I know the game can feel repetitive after many days, and therefore a bit boring. I feel like it loses its charm around day 20, as you get used to the enemies and the strategy becomes quite dull, like you said—'surround diamonds with walls.' But that’s why everyone has the choice to keep playing or not, depending on how much fun they’re having. Maybe by adding more content and mechanics, I could expand the game and keep it interesting, but for a Game Jam, I don’t think it’s as necessary, since most people will likely play until day 5-10 anyway, haha. Still, thanks so much for all the feedback, and I’ll keep improving for my future games! :))
PS: I’ve never made it to day 70 myself, HAHA, my max was 40 and my computer couldn’t handle the game anymore
I (MJK) played about 20 times without getting past round 4 before I figured out the one strategy of just spamming diamonds in a line, with squares in the front. Then I got to round 30. Then every level was the same, and I decided to stop buying anything to see how long I lasted. I lasted seven more rounds without placing anything. Then the leaderboard broke and it kept asking me to enter my initials. I'm proud to say I got the frame rate down to 2 fps.
Solid game. You managed to capture my attention for more than 30 minutes. The scaling needs a lot of work, and the other items and strategies need balancing. You can only sell a triple diamond for the price of a single diamond, so it is never worth it to place more than one. You can't sell the boomerangs, so that isn't worth placing either. I really like the minamalist art style, and the music is a bop. Overall good game.
It makes me so happy that you enjoyed it :))). You really pushed the game to its limits, HAHA—I didn’t think anyone would get to the point where it became unplayable! I tried optimizing it as much as I could to let players get further. You’re absolutely right about everything you mentioned. If I’d had more time, I probably could’ve balanced it better. But hearing all this really makes my day!
simply satysfying, but u very much in need to make more enemies and more types of weapons and a proper sounds and musics so its doesnt feel to fast paced and confusing
good but hard. it genuinely could be a skill issue, but post night 4 felt impossible without cheesing and there werent many viable options. the money is very precisely given but there arent many choices of how to spend it
The arrow towers felt pointless. they were too frail, unsellable/unhealable, meaning that no matter what theyd only last a day. the walls were helpful, but unaffordable considering tight budget and needing more damage. the diamond towers felt like the best option but they barely did enough damage
having upgrades is cool, but when selling the towers is such a core mechanic, you cant afford to lose like a hundred money every time you have to sell. not sure that was intended but base towers were 100% return but upgrades were like 50%. also accidentally upgrading was really easy since its just a normal click, and it killed runs
the only semi-viable strat i could come up with was to min max diamonds readying the wall to place if an enemy got close. but its kind of tedious and idk if thats what you intended for the gameplay lol
minor note, its hard to see which tower health bars are assigned to when the towers are crowded, since they rotate with the tower, and hard to read because of the similar color. which felt important given the importance of healing towers by selling
anyways the level design in this was really well tuned. i wouldnt have talked so much about it if it wasnt interesting. i appreciate the strategizing, but its just hard to tell with these kinds of games if you're not strategizing correctly, or if the game is just "too hard"
anyways, thanks for entering! this was an interesting game! sorry for the long review lol
HAHA I love long feedbacks, thanks for mentioning all of this! It’s true, you can complete the game without cheesing too much, but I admit you have to be very precise, and it can get frustrating to lose after a while. That’s why I left some simple mechanics in place to ease the tedium. For example, in the early levels, you can sell and place walls repeatedly to fully restore their health. Also, the triangle-shaped ships have more health than the walls and cost less—I added them to help players in the early game, though I admit they’re not that useful later on. Upgraded turrets only refund the cost of one turret, so it’s better not to upgrade them unless you’ve set up a solid system. I found it’s often more effective to place three separate turrets than one upgraded one, though three take up much more space. Thanks again for pointing out all these details, and I’m so glad you enjoyed the game! :)))
After you sent me this feedback, I played the game again, and you’re right—I might have gone overboard with the difficulty. It wasn’t the experience I wanted for my players. I think I just got used to it, so it didn’t seem hard at the time. I’ve now tweaked it to be a more relaxed experience, which was my original goal. Also took the chance to fix a few bugs while I was at it... Thanks!
i like how you can continue placing attackers even during the day! although i think that the square shouldn't be able to heal, since you can just wait in between night cycles for it to get max hp.
Really interesting take on tower defense. I like that one of the towers just goes and chases the enemies. There's a bug where if you upgrade a fully upgraded tower it gives you money instead, and you can just keep clicking to make infinite money.
A very entertaining and challenging game. One of my favourites so far! Would play it even outside the game jam
The logic in this game looks satisfying as someone who is trying to be a gameplay engineer. The game itself is smooth, simple but really challenging. This is definitely going to be one of my favourite entries from this jam.
Cheers!
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