Unique concept that would be helped by some tutorial/instructions. Tooltips over the resources so we don't have to remember what they do, would be an easy fix for this. Also, wasn't sure of the win goal.
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Balance The Clans's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #55 | 2.909 | 2.909 |
FUN | #74 | 2.909 | 2.909 |
OVERALL | #78 | 3.091 | 3.091 |
JUICE | #97 | 2.636 | 2.636 |
PRESENTATION | #128 | 2.591 | 2.591 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
Music is not made by me
Comments
Cute artstyle and interesting concept, with a deeper system could be a finished game.
Good entry!
I really like the concept here! Such a unique TD. Keep going with it!
I really like the concept here! Such a unique TD. Keep going with it!
Cool to see a TD game here, but unfortunately I think I ran into some bugs that got the little guys stuck and I couldn't build anymore.
Cool and fun concept, just had one bug you can't place anything at some point of the game
Keep it up !
really good game but you can just smap towers after start and youre gonna survive everything. also theres a lot of bugs like heroes randomly not working or not placing. game is still very cool
Love the concept and art, I know how challenging a tower defense game can get so well done!
I thought this tower defense and kingdom balance was a clever idea.
My first playthrough was confusing due to lack of resources after dropping towers that shoot. On more careful inspection of the options, I instead placed a lot of huts and trees to get the resources rolling...then the game was easy. At first I thought it was important to remember the skills of each hero color, but in the end, the color was the most important aspect to address and boost kingdom happiness. With proper resource generation foundation there was not much concern.
May have felt more urgent if buildings expired/fell down and you needed to replace them to maintain the resource flow and the enemy snakes did more damage to all item/heroes in play.
The concept is great and a good start to something that could go a long way.
I really like the feeling of this one. The visual style is unique and I love how all the towers take on the color of their respective clan. Theres a good variety of buildings to keep things interesting, and the little heroes you can call in are very cute. Its a unique take on a tower defense and it plays to its strengths well.
With that being said, it starts up wayyy to fast. I died a couple times before I understood enough to drop down a bunch of buildings to start an economy. And after that it got very easy, I was able to have tons of towers and heroes with max trust from all the clans. Also might have to check that ysort on a few buildings :).
Great entry, theres a lot to like about this and with a little fine tuning it could become a lot more.
Really enjoyed the idea behind the game, interesting twist on defense games.
The sounds FX and visuals felt clean and rewarding aswell.
I think that a little bit of direction to the player could go a long way, I felt that I wasn't sure exactly what to do to adjust properly, and ended up just playing random buildings that felt right a good amount.
Overall it was a fun game to play!
Very confusing but interesting concept, it is fun to play but in a moment it becomes too hard to understand what is happening.
Interesting concept ! Mixing the political/balancing & tower defense aspect is pretty cool.
Not sure I understood everything I was doing 100% of the time though. Some in-game reminder of what does what would really help on getting the grasp on what you need to buy next.
Definitely has potential!
Things I really liked:
The idea of balancing everything to defend is really cool. Solid idea, and when it clicked I started seeing the potential. The idea of a tower defense where you are forced to balance your building decisions in this way is novel - since most tower defense games typically force you to change strategies due to enemy types or map layout (or just optimizing the best common strategy). Instead, you added an implied layer of politics. I dig it.
Things that could be improved :
This is mostly due to being a jam game, but the tutorial screen throws so much information it's hard to really get a grasp of what everything does in game. I would use some simple iconography above each purchase during the game to give the player an easier way to remember all the different things you can buy. Tool tips would be even better (but a bit time consuming for a game jam).
The very first time I played, I bought a tower and some guys....and soft locked because I wasn't generating money or mana. I would either place some of those buildings at the start automatically, or lock out all purchases except those in the beginning to lead the player to starting an economy - then unlock the other purchases. This would also create a progression system.
Spawn the attackers later as waves. Given an indicator that the wave is starting. The frantic pace could be good, but the attackers spawn so immediately and so quickly that it's very easy to get overwhelmed and not even attempt to focus on the strategy of balancing the clans.
I know that's a lot of "improvements", but hear me out:
This idea is neat, and I think you should polish it up, and just alter the game loop a bit to something a bit slower paced and more structured. Good work!
I love the idea of this game ! It's really fun and cool to play. Good job for this !
Well done, i really enjoyed the idea of manage the buildings and army in the 5 different color! I found a perfect configuration with all the color happy at the maximum! Well done!!!
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