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Top of the village's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How cohesive is the game art (do all visual elements work well together)? | #77 | 1.627 | 3.000 |
How well was the Theme implemented? | #78 | 1.627 | 3.000 |
Do the animations/effects improve the player experience (game juice!)? | #78 | 1.302 | 2.400 |
Did you enjoy this entry? | #81 | 1.085 | 2.000 |
Is the art appealing (do you want to spend more time in this world)? | #81 | 1.085 | 2.000 |
Overall | #81 | 1.345 | 2.480 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which team were you in and what was the modifier for your team?
I am on team PigDev.
My modifier was Networking
Which game engine did you use?
RTS (Real Time Strategy)
If you are chosen as the wildcard will you continue in the competition?
Yes. If i will get guarantee to go to next round
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Comments
What a great take on the the network modifier, and I like how you named the difficutlies poor and rich, but it would be better if the order of the buttons was rich/poor, cause the rich is an easier difficulty, anyway the art looks amazing and the subtle background music is just perfect
This was a cool little game! I like the vfx and feedback from the rocket. Good job :)
Found the game to have a bit of fun for the first little bit. I enjoy these types of defense games.
The game was either to easy or too hard, I couldnt find a way to get to the turret on the "poor" difficulty, and the "rich" was to overpowered. I did like the minimalistic artstyle and the fire effect on those rockes was really nice. You definetly hit the modifier "networking" (if the multiplayer works) but i think implementing the modifier this way took you too much time to polish the rest of the game. BUT you can still be proud of yourself to even publish a game :) Thanks for letting me play it