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A jam submission

Key DefenceView game page

Tower Defence, but you can't place any towers. Instead you control were the path will be.
Submitted by Mika la Grand — 1 hour, 58 minutes before the deadline
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Key Defence's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#223.8223.822
Game Design#343.7923.792
Overall#1443.2713.271
Fun#1493.3173.317
Graphics#1673.6343.634
Audio#2033.1783.178
Theme#7641.8811.881

Ranked from 101 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 31 to 12 of 71 · Next page · Previous page · First page · Last page
Submitted

Loving the game! I wish you could change the controls though because some of the keys aren't on my keyboard.

Developer(+1)

Thanks for the feedback. To solve the issue of different keyboard layouts it's also possible to toggle keys by clicking on them with the mouse.

Very innovative game. I had a lot of fun playing it.

Submitted

Really liked this - the simple graphics style and audio are great, the gameplay works well - I believe that all of the problems I had have been addressed already. Well done on this!

Very nice game, I was slightly confused at the beginning because both 'caps lock' and 'start' were green but i figured that out easily. 

It would be nice if there was as option to turn off the can lines as well as the crt, and it would also be nice if there was a 'clear all' option. a few times when I made a mistake I had to uncheck a lot of keys and an option to just uncheck everything, or rest the level would be great. 

Developer

Thanks for the feedback Walrus! I'm planning on making the start simulation button a different shade of green in the post-jam version. There is also an option to tone down the crt effect, but the game looks weird if I turn it off completely. You can restart a level with F1 and reset all keys to disabled with F2, but I see that I forgot to mention that on the page.

Submitted

Great concept and execution, the look and feel is great. It's a game you can jump right into without thinking twice and I already know i'll be back at a later date to finish all the levels! :)

Submitted

I absolutely loved it! I have always loved tower defense and your spin on it is fantastic. The simple sounds and look of the game are great! 

All my small complaints (are they are small) you already mentioned in your description. So knowing your are aware of how to make your game better is great!

Thank you for this!

Submitted

That is my overhall score :


My main complain is that I wish you made a saving system so I could get back to it later to get all the trophies :x

Great level design, you mixed tower defense with (kindof) typing game. This is a very surprising, minimal and efficient approach. Good job on the originality !
I personally had a lot of fun playing it despite the fact that I never play tower defense game.
The music fit well and is relaxing enough to make me think about a proper solution.
My only question is that ... how it is related to the theme?... Did I miss the lie?... But to be honest, who cares? It's a great game. So I call it a success.

Developer

Thank you for the feedback. The game does save your progress, so do you mean saving which keys you had enabled in each level? Also, well done with your progress! I made level 9 a bit too difficult, so that's quite impressive. The lie is that regular tower defence games are strategy games, but this game is a puzzle game. However, most people have pointed out that the connection to the theme isn't great.

Submitted

What a great design I really enjoyed this, and the music was brilliant! Great Job! :)

↓↓↓ Please Rate! :) 

So relaxing. 

This game is Incredibly relaxing, the sound effects accompanied by the background melody create a good atmosphere for this video game, Great job!

Submitted

Love the combo of keyboard spaces and tower defense.  TD is one of my all time fav genres.  Great pacing.  Clever level design with the removal of keys.  Dig the concept and execution.  I'm finding some shiny gems in this itch author community.  A+

Developer(+1)

Thanks man! Yeah, there are quite a few great games. My favourites so far are Instrucdoors and Mondays.

Submitted

As a fan of Tower Defense games, enjoyed this one a lot, even when it's not exactly a TD game.

The execution of the idea is cool and well implemented and visually enjoyed the game too.

It would be nice to have a button to speed up the enemies once you press start (maybe there's a way and I missed it)

Submitted

Awesome game! Keep it up. I had fun playing it.

Submitted

Awesome idea and amazing execution! Pressing the keys to create the path was a unique experience that I very much enjoyed. Well done!

Submitted

wow, really great game, loved the design! Could also please check out my game? Any feedback would be appreciated :)

Developer

Thanks! Sure, I'll give you some feedback in a minute.

Submitted

I loved how Key Defence was different from most other games during the gamejam. thanks!

Submitted

Very cool game idea and in general a nice twist to the otherwise exhausted tower defense genre. If I were to change anything I would make the keys belonging to the path more salient, as they can sometimes be difficult to differentiate.  Overall very nice work!

Developer

Thank you for the feedback, but what do you mean with "more salient"?

Submitted

Beautiful graphics, I especially dig the CRT effect (any Superhot fans around here? : ) )

My only gripe was with the colors: it wasn't immediately obvious what I needed to do (e.g. since two keys share the color green).

Good sound effects, and music, too!

Developer(+1)

Thanks for the feedback, I'll make the "start simulation" key a different colour from the "start of the path" key.

Submitted

This was a fun mechanic! I'm glad you allowed mouse clicks as well as keyboard presses because my keyboard layout didn't match yours so some keys weren't pressable easily :) It looked cool, and the music was quite relaxing :D Nice work!

Developer

Thanks! Yeah I added the ability to toggle keys with the mouse to fix the problem of different keyboard layouts, but also so that you don't have to constantly look up and down between the screen and your keyboard.

Submitted

Cool Game idea and nice Graphic and art! Good Job! My Game is: https://itch.io/jam/cgj/rate/476937, its called You thought! Rated and Played yours btw!

Developer

Thanks, I'm glad to hear you liked it! I'll play your game in a minute as well.

Submitted

The game itself itself was not very exciting, but the concept is fantastic. The keyboard gimmick was really neat, but I'm glad that you also gave the option to use your mouse since the novelty wore off quickly. Being able to choose the path makes your options very limited as there's only one optimal path, but I understand that's what you were going for, and the challenge is to figure the one or possibly two paths that work.

The key counter at the top of the screen didn't convey the idea of how many keys I could use very well,  partially because you don't know the limit until you've exceeded it, and partially because you can place as many keys as you want and the only indication is that the number changes color, which is likely to be missed entirely since nothing about the limit is explained in the help screen and the change from yellow to white is rather subtle.

I thought that I had hit the key limit once the number changed color, but I found it impossible to form a path within the limit in one level. However, I added another key past what I assumed was the limit and the simulation ran, which made me wonder if the color change was indicative of anything or if the only way to know you've hit the limit is to attempt to run the simulation and fail to start.

I feel the number should start at the maximum and count down to 0, and prevent you from placing any more keys then. The number becoming red would have been a better indication of being over the limit, since it stands out more and is generally associated with wrong things.

Developer

Yeah I quickly realised that it wasn't ideal if you had to look up and down between the screen and your keyboard, so I added the ability to use your mouse. Which also solves the issue of different keyboard layouts. Indeed most levels only have a limited amount of possibilities. However, this is also to make sure that the player has some guidance. I don't know if you've played level 9, but that level is quite difficult because there are too many options and there is no previous explanation of what to do when there are multiple starting keys. With each level I tried to teach the player a new trick that they could use in the level after it. Like level 5 shows you that towers are more effective if you circle the path around them, you then use that knowledge in level 8 and 9. Level 6 introduces the wall key and the radial tower, then level 7 expands on those lessons.

I agree that the implementation of the trophy system isn't great. It was meant to give players an incentive to replay levels and to create extra difficulty for those that wanted it. It would have been nice if players were told whether or not they got the trophy at the end of each level. Since players are now only made aware of it in the level select screen. Making it count down and turn red might just confuse the player. Perhaps creating a limit for the amount of keys that can be used is a good idea, something like the minimum + 5. Currently you can enable as many keys as you like, then the pathfinding system determines the shortest route using the keys you've enabled and the amount of keys it uses determines whether or not you meet the requirement. If you're interested, I made a devlog showing the solutions for every level and what I intended for the player to realise in each one.

Submitted

Ohh the shortest route, I see. I was confused by the fact that it removed all the excess keys. Maybe you could keep the enemies taking the shortest route but leave all the keys on screen? Also I'm pretty sure at least one or two times I had a path that definitely connected to the end but it didn't allow me to run it.

Developer

The pathfinding system is a bit complex, but in essence it calculate the distance from the edge of one key to the edge of another key to determine if there is a valid connection between two keys. The margin is quite large so it should just work (- Todd Howard).

Do you remember what level it was and with which keys?

Submitted

no sorry todd

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