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Uncontrolled TD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3110 | 2.414 | 2.414 |
Overall | #3239 | 2.483 | 2.483 |
Originality | #3686 | 2.483 | 2.483 |
Presentation | #3701 | 2.345 | 2.345 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Player has no control over the types of towers they have available.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Between management and tower defence, what a good concept !
Nice!! The UI is a bit small on the web version but really interesting concept.
As mentioned in another comment I just made, I'm still trying to balance between readability and having it obscure things too much.
Interesting take on the tower defense genre! Could use some audio
As mentioned in an earlier reply, I both ran out of time and am not very good at 'juice' in general.
Nice game! Perhaps some of the ui could be made a bit bigger though.
Yeah, I am still having trouble balancing the gui widget size between being "large enough to read" and "not obscuring everything else." I've more than doubled it since the jam period (I doubled the entire thing in Unity, then fiddled with the underlying graphic making it about 30% wider). Still trying to make the move and upgrade buttons stand out more, as well.
I really like this concept, placing randomized towers to creates a weird type of stratizations thats almost tertris like, great submission
Nice entry! Would benefit from a "Start next wave" button.
True enough, but given where the creeps spawn, it actually takes them a good couple of seconds to get close enough to see. The wave counter in the top right is not even technically accurate (its one-behind what the code's actually doing), and it only looks that way through **sheer coincidence** in timing.
Fun little game, nice models. Could really benefit from some sound effects thought. Keep up the good work 👍
Yeah, sound isn't really my forte and I was dealing with programmatic content all the way up to the deadline. Lots of the "juice" just isn't there. Still, I had fun making it!
This was a rebuild of a 3-day project I did back in 2015 as part of an interviewing process (I got paid a flat $300 at the time).
So a lot of the concepts and ideas carried forward, along with a non-zero amount of code, but as my architecture was different, it did need to be updated, even if some of the math and logic didn't change (this was strictly limited to the modular components and reusable utilities). Definitely have cooler enemy models this time around, though the tower models got less so. Little less variety this time around too, ran out of time.
Models are all free assets off the asset store or hand-built from Unity primitives.