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Tower Madness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3133 | 2.671 | 3.778 |
Presentation | #4681 | 1.886 | 2.667 |
Overall | #4707 | 1.886 | 2.667 |
Fun | #4794 | 1.728 | 2.444 |
Ranked from 9 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?
The tower never stop shooting, even shooting allied if there is no enemy. They are "out of control"
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
I like the idea, it requires a lot of strategy in the tower placement and output damage but i dont know what im doing wrong because buttons only work sometimes :(
Cool idea for a game - I agree with the tower radius comments below, but I think you have a great concept here - well done!
One of the best concepts I've seen so far. The issues with the buttons and the "surprise" that your towers don't have a range limit for your base has been addressed in other comments, so I will just mention that I share those feelings.
At the end of the day, this is a pretty interesting take on the tower defense genre, adding a huge economic element and reflex elements by making you plan on how to save and spend money so you can keep your own base safe. For that end I would make it clear how much money each enemy gives you. It would be helpful to know with a big number as they die or something in that style, because quicly counting the enemies and your budget is a huge skill here.
I think you derseve a spot at the top for Originality, as this was a great idea overall. The mechanical choices do need a revision, but hey, it's not like you got a lot of time to playtest, so that's understandable.
Thanks for your feedback and I am happy to see you found my game original !
I think you made an excellent argument regarding the money given by each enemy. I can see how it could improve greatly my game and I shall keep that in mind when I make another game with economic element.
I actually really, genuinely love this idea. However, my only issues with it are A) the buttons for buying towers/upgrades just do. not. work. which caused me quite a bit of frustration, and B) the tower radius only applies to enemies? I'm not sure if that was intentional, but I feel as though it would be a bit more fair to the player if it was limited to the tower's radius, so that something placed on the front lines isn't sniping your base tower. Overall though, I really like everything you had to offer and would love to see this turn into something bigger!
Thanks for your feedback ! The tower radius not applying for the attack on the base was intentional , it was a compromise I made since I did not had the time to make extensive play testing but still wanted to make the tower a threat to the player if they were left unchecked. But your right that it looks weird and unintentional. As for the upgrades buttons, as far as my play testing goes, they work, though I could be wrong. Maybe you did not had the money ? They were no UI to tell how much the upgrades were worth (lack of time to implement) and they were no clear indication that money was why the upgrades did not work. (again lack of time...)
But again, thanks for your feedback, I might try to turn the concept into a more complete experience as I have a few more ideas that I could not implement in the jam !