Great concept! I like the idea, however the only issue I had is that I couldn't tell which enemies were revived. I couldn't tell who I should shoot at.
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The Necromancer's Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #426 | 3.000 | 3.000 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This seems like the beginning of a good game. Like some of the other commenters, I think it would be a good idea to separate your resurrected enemies from the living enemies. Also, all of the units, both mine and the enemy, got clumped together on the tower, making it even harder to tell which of them were alive attacking me.
Using this as a springboard, here are some ideas for the future:
- Make the base enemies move slower and make the base undead target enemies rather than run in circles.
- Add a spell that places a marker on the map where a couple of your undead will collect and make a wall out of themselves.
- Have the enemies appear grouped together in distinct waves instead of constantly appearing at random intervals. (at least, that's how it seemed to be working. I never saw another anything say "Wave 2" was starting
Great idea, but I can't tell which are my guys vs. enemies. Also the enemies seem to have stopped spawning after about a minute.
I like how you took the concept of a tower defense and add the necromancer tower + click to kill + click to revive theme/mechanics into account.
Even though I did not feel this game as a TD game, I think it has some good elements of action in it.
The art is simple, which is not problem, but I could identify which characters were allied and which were enemies. But I guess it worked, because they were fighting between them anyway (?)
Congrats on your game.
I like the concept here. And there's a lot of enemy variety too. But I think the biggest issue you need to tackle moving foward is feedback. It's hard to tell when a spell works or when it's ready at an instant (the bars help, but not enough). It's also hard to tell the difference between your soldiers and enemy soldiers. Granted, you clearly didn't have time for sound and sound is a huge part of feedback, so it is very understandable. Otherwise, fun concept and fun gameplay. What more could you ask for?
Great idea but I had problems distinguishing my units from enemy units..
Also I get errors when I get a game over. A more polish and this game would be more awesome and fun!
Interesting concept! But I feel that it could have used some more polish :)
Its a cool idea! The concept of a tower defense game where your "towers" are defeated enemies is super unique.
However, its hard to tell which units are yours, and I ended up spamming left click a bunch and seeing what died. Also, its not clear which cool downs are for which abilities. Some better icons might have helped.
Other then that, it was fun! Nice job.
Add some visualization of which units are yours, and get rid of the errors, and you got yourself a game. Always liked playing necromancers in rpgs.
Neat concept, could be actually stupidly fun when polished.
For now you have to deal with this:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_unit:
Variable obj_exit.<unknown variable>(100011, -2147483648) not set before reading it.
at gml_Object_obj_unit_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_unit_Step_0 (line -1)
called from - gml_Object_obj_unit_pawn_Step_0 (line -1) - <unknown source line>
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