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Grid Guardians's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #25 | 4.000 | 4.000 |
Controls / UI | #29 | 3.800 | 3.800 |
Overall Fun | #36 | 3.800 | 3.800 |
Art / Graphics | #44 | 3.800 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Strategy
Turn-based | Card Games | RTS | 4X
Rating #2
Family Friendly
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Comments
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
I'm a huge fan of tower defense games and this one is pretty solid too. I like being able to take down your towers are recovery all resources. However, there are some design choices that should be addressed.
1. You can't build new towers once the stage starts. This can suck because if you don't already know what enemies are in the wave and where they'll come from, you can be forced to immediately restart simply because you don't have what you need where you need it. Building towers mid stage should be allowed.
2. Resources can very incredibly scarce. I didn't even realize in the first map how I got more. Adding in the fact that putting in the mining nodes for more resources is incredibly expensive and that flying units automatically go for those first, and it can be quite a challenge to get enough resources to adequately beat a level. At minimum, the mining tiles should be cheaper.
3. Certain towers are way stronger/weaker than others. The cloud smoke towers are wickedly powerful while the electric attack towers are incredibly weak. These need to be balanced.
4. The fact that you need power to use your towers but all power tiles are on the road just kinda sucks. There are two suggestions on how to tackle this, the first being to always include at least one power tile that isn't on the road. As for the other one, this is what I recommend more because it would allow for more options: make it that power and mining tiles can be upgraded. These upgrades could be in different ways, which I'll get into more detail once I cover all the issues.
5. Tell players what enemies are in the next wave and where they'll spawn from. That way, players have some working knowledge of what to expect.
As for the upgrade idea, you could do different types of upgrades for both power and mining tiles.
For example, power tiles can have two directions: bulking the defenses of the power tile or making it that only a specific enemy can actually hit it. In the former, you could do either more HP or a secondary armor that can take a few hits before it's depleted but recharges fully after a few seconds of not being attacked. It would also block all ground enemies from getting past it, forcing them to attack it to get through. In the latter, you would cause the power tile to sink below the ground and only, say, a specific airborne enemy can attack it. All ground enemies just waltz over it.
Mining tiles could get the ability to collect resources faster or to have some form of anti-air attack to let them contribute to their own defense.
Anyway, this is my feedback. Keep up the great work!
Good tower defense, the aesthetics look nice, but the enemies are a bit small. I like the soundtrack, but especially the UI is the best part of the game. Maybe some instructions at the start of the first level would be helpful, but overall, good job.
Hey! Just gave your game a try.
Off the bat, I had a hard time understanding what to do, but not because I was unfamiliar with the mechanics. It's hard to tell the blue and green apart in the UI, so I couldn't tell that some of the numbers were towards power, and some were towards your funds. I also found it weird that if you buy too many turrets, none of them work. I ended up having a bunch of unpowered turrets all over the map and had to try again.
The battle phase felt boring. The enemies have no health indicators, and I have no actions to complete, so I got a little disengaged. Maybe the enemies could have a chance to drop money or powerups that I can click to collect? That way the player stays engaged during longer fight sequences. The battle sound effects were great, though.
Otherwise, this was a good take on a tower-defense game. The bones are there; I think you just need to make some little changes to make the gameplay more engaging!