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They Are Coming!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #512 | 3.000 | 3.000 |
Audio | #524 | 3.000 | 3.000 |
Fun | #541 | 3.056 | 3.056 |
Game Design | #546 | 3.144 | 3.144 |
Overall | #604 | 3.011 | 3.011 |
Graphics | #669 | 3.089 | 3.089 |
Theme | #725 | 2.778 | 2.778 |
Ranked from 90 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Everytime he dies, he goes back to day 1 but its actually not the first day 1. That's why he collect back MagiCore from Mgstones.
Spoilers
If I can make it on time. It's actually a story about a mad engineer who went rogue after loss of his children. He kills other people that he thinks they are monster.
Did you write all the code and made all the assets from scratch?
3 pieces of sprites and few SFX are not owned by me but rest is drawn and made by me. About all the codes, I did not take any ready-written code to challange myself. Several times I looked up Brackey's videos to fresh up my memory. If you ever get my project while I will be too emberassed to explain all the messy code. I had to be on time.
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Comments
I really enjoyed playing your game. It was very interesting and made a lot of fun :)
I liked it! I'd say there's not quite enough sound feedback, but it's a very cool game, good job!
I wonder if its because of the volume? Because I didn't want constant background music but thrilling loop, wind and howling. Which is in-house production.
It was fun and super engaging, considering it was ur first jam u still came up with a good one, this game has so much potential. Well done!
Nice concept. And fun little gameplay.
A full game made in a week is an accomplishment already, but good to see you'd challenge yourself to do everything yourself.
If I had any critique it'd be the music track chosen, as the first time I played I thought one of the sounds in the loop was triggering when the house got damaged but it turned out to just be a part of the song.
A full game made in a week is an accomplishment already, but good to see you'd challenge yourself to do everything yourself.
If I had any critique it'd be the music track chosen, as the first time I played I thought one of the sounds in the loop was triggering when the house got damaged but it turned out to just be a part of the song.
A full game made in a week is an accomplishment already, but good to see you'd challenge yourself to do everything yourself.
If I had any critique it'd be the music track chosen, as the first time I played I thought one of the sounds in the loop was triggering when the house got damaged but it turned out to just be a part of the song.
A full game made in a week is an accomplishment already, but good to see you'd challenge yourself to do everything yourself.
If I had any critique it'd be the music track chosen, as the first time I played I thought one of the sounds in the loop was triggering when the house got damaged but it turned out to just be a part of the song.
Cool game, I don't think I've seen a spooky tower defense game before. The intro was simple but did a great job of setting the atmosphere. It might have been cool if the enemies threatened you if you got too close to them, increasing the horror vibes. It was pretty hard given the scarcity of resources, and the size of the map, but with some tweaking this has a lot of potential. This was a very interesting game, good work!
I like this take on a tower defence kind of game. As I can see, you are aware of the bugs so I won't go into much detail on that.
The atmosphere was nice - felt a little chill because of the music at first. The art is pretty and the towers also look dope.
I am not quiet sure how to feel about the aspect of collecting the materials yourself, because usually you would have a full overview on what's happening and where the enemies are at all times. So this puts a little pressure on you as well as uncertainty on how well your defences do but it's a fun twist on the genre nevertheless.
A smaller thing I'd recommend is for the characters flashlight to work in all 4 directions. It feels limiting to me that I can only use it to see left and right.
But in general - this is a well made game minus the bugs of course. Great Job!
Thank you for your detailed feedback. I will take notes! It was fresh to see new advices. I appreciate it!
You're welcome! A game jam is essentially a chance to develop and refine our GameDev skills, so feedback to me is very important so we can learn from each other. So thank you again for participating and sharing! :)
good game but little buggy i mean too much buggy
please play my game to(i am not sayng my game is not buggy(my game is buggy))
There are known bugs I am sorry for that. However, there are ways to dodge the bugs which can provide you a decent experience. I've given how on the description page.
Thank you! I will check when I have the time!
Edit: And, thanks for notifying the bugs! I am really sorry for that! Sometimes there are false bugs too because of a design flaw of informative texts. I will deal with that!
I'm a sucker for tower defence games and survival type games so I found this quite fun.
Good job and well done.
Interesting tower defense style mechanics mixed in with the survival it was quite hard but I think for the jam you did a good job =)
Good game! A bit polishing and it'll be awesome! Keep the great work!
Great game could imagine this concept as a terrifying horror movie , great job - rated :)
Thanks for the rate, I wish I could run your game tho! It was only for the macs :(
I like how to blended the tower defence part - that was fun, but also the dark atmosphere. I think it has a great potential with more polished graphics this would be a gem!
Thank you for your feedback! There are a lot of missing part but its my first jam! I will try to do better next time.
Super interesting concept! played at https://twitch.tv/hedgein! If you flesh it out more, im excited to see what it would become or morph into.
Super interesting concept! played at https://twitch.tv/hedgein! If you flesh it out more, im excited to see what it would become or morph into.
very interesting concept, the art creates a very fitting atmosphere.
since that you asked for my thoughts I will give you the unfiltered version:
the game is not very intuitive, if you jump in to the game without reading the description (what I usually do) you get really lost. the character dialog and the hints are too easy to miss.
it is too hard to see and you can't even point the light to where you want (a bug maybe?). because of that I had a hard time navigating the level and knowing what each tower do before I build them, I assume that they all do the same thing except the two wood cutting ones(?) but it is hard to know that when first playing it.
also the error message that appears when you can't build something is too small and disappears too fast
the player should start with some resources and time (preferably unlimited) to build a few towers before the first wave so people can learn how to play the game and get familiarized with the map in a safer environment. currently I feel like that game expect the player to already know where everything is and how everything works from the get-go.
I think that pressing space should show the whole text first, and only skipping when pressed a second time, so it accommodates people that read fast and people that read slow.
pressing space reset the dialog text in the "THEY'RE COMING" part?
those glowing flowers(?) on the floor, do they do something? they are so distracting, I kept trying to collect them.
there is a lack of feedback when attacking the enemies.
it feels a little bit weird to me that the wood just appears at random points in the map, at first I thought that it would just a one time thing and then I would have to go to just the wood cutting tower.
hope it helps in some way. :>
For some reason, there is an interesting problem for some people where the screen is quiet dark. However, there are so many other players where they experience no problem of finding their path. For some reason, few players had experienced a moment where they had problem seeing around. I couldn't collect enough screen shots to understand what the problem is. If you provide me then I can understand it is either about the game or its on your end.
You can not point the light up or down and it is how its designed. I don't understand where you wanted to point the light. If you give me more detailed understanding of what you tried to do I can understand it.
There is a list of known bugs and within that list number of things you said about text appereance and disappearance exist. Apologies for inconvience.
The game is hard and you are suppposed to die. You are not supposed to win right away. But if you look around and find your path. You can collect 3 MagiCore in the beginning. This will provide you enough resources to build tower and a woocutter.
Random wood drops are act of collecting "branches". Which will provide you random number of woods to source your towers. Since the game is not realistic but to make it more engaging and waste your time to collect woods to cause you panic for building towers, they are also intended that way.
Small economy was built around this w here you spend your time and take risks. Such as exchange and wood collecting.
Thank you for your feedback. I hope you can provide me some screenshots of how you couldn't see or information on how the light didn't work since these are rare bugs and i need info on them.
Also, I didn't know flowers could be a problem for someone. Those are obviously designed to give ambiance. There is a sound effect that if collect something you can hear. Thus, trying to collect flowers wouldn't be a problem if you had the sounds open. However, thank you again for your feed back
Way to go! I really liked the combination of survival horror with tower defense. Everything felt fast-paced, and I think the difficulty, while hard, increased at a good rate. I also think the game did an adequate job of introducing the player to all the main mechanics. My main critique is that there should have been a little more audio in the levels to pump up the atmosphere, but I think the core gameplay helped make things tense regardless. Great work!
Thank you very much! I am sorry for the bugs. I couldn't optimize enough and had to come up with this. I will work on audio, tutorial and drop chances.