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A jam submission

Tower AttackView game page

Help your units in this fantastic puzzle-game to reach the enemy tower and destroy it.
Submitted by Matteo Cordioli, Matteo Repetto, Murigo (@MrMurigo), ginewe (@Gine_ewe) — 31 minutes, 36 seconds before the deadline
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Tower Attack's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#6394.0294.029
Overall#10113.6253.625
Creativity#14693.5873.587
Enjoyment#14713.2603.260

Ranked from 104 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 game flips the Tower Defense genre on it's head. YOU are now the horde!

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 20 to 1 of 57 · Previous page · First page
Submitted(+1)

Well done, and nicely polished!

Submitted(+1)

whoooooaaaahhhhh very cool. Guess its pretty common for 2 people to come up with a reverse tower defense game about sending tanks to destroy towers.........

Submitted(+1)

Well I guess I wasn't the first one that came up with reverse tower defence.

This take is pretty interesting : You build the road instead of spawning enemies. However the levels lasts FOREVER...

Submitted(+2)

Plays very smooth! I spent too much money on ice roads and all of my tanks ran into each other in my panic. Oops! ^^'

Developer(+1)

Thank you for playing! and good luck

Submitted(+1)

This game is very clean and well presented. Everything works pretty great, except for the fact that if a round starts and you don't have a path tile in front of the start tower, the wave breaks. The timer for path placement is a little annoying; I like the idea of strategically placing a route, but the timer prevents me from putting in as much thought as I want to. In the later rounds of the game where the map is absolutely covered in towers, it often feels like your route doesn't affect your success much, because there are simply so many towers. I like the color matching idea with the towers and tanks, but because you can't manually choose which tanks to send, taking advantage of the system is entirely out of the player's control. Either telling the player what tank colors their next wave will consist of or allowing the player to choose it would be a good improvement. This has been a mostly critical comment but I want to end by saying that this a decently fun, really polished game and its incredibly impressive you did it in 48 hours. Good work (:

Developer

Thank you for the detailed feedback! Yep, for the small amount of time in building the road we should do something since you are not the only one that underlined it. In the game eventually, you can build the road also while the wave is going on, but perhaps it is too frustrating to change it while there are the new towers and tanks are moving. 

thank you again and good luck with the jam! :D

Submitted(+1)

very fun, like a cross between a tower defense and mini metro!

Developer(+1)

Thanks you are right ahah!

ps i really liked the idea of your game! The "cheater" illustrations are amazing

Submitted(+1)

good idea to let the player control the road placement, however it feels you can get very unlucky with the tower placements, maybe you should add a smarter algorythm?

Submitted(+1)

We made almost the exact game.

Urs is just better :<

Submitted(+1)

Controlling the road other than the units was a really great decision on your part! it's very fun and i love how you can just reroute the entire track because too many towers have spawned on the old one.  great game!

Submitted(+1)

Way closer to a "Tower Attack" game than mine :D Great job! Tower placement felt a bit too random for me, where you can easily get very (un-)lucky and have a super easy/hard time.

Submitted(+1)

I made the road ice and didnt know what to do next
Please dont make the players read alot of text to understand the game before the play it- this can drive the players away really fast- i decided to give it a chance tho
I like the art style and stuff tho, i feel like this does have potential but idk how

Developer(+1)

Thank you for playing! Yep, we were thinking for an eventual post-release of the game to create a sort of "guided tour" the first time you play, in order to make the tutorial less "textual". Thank you very much for the feedback and good luck!

Submitted(+1)

Cool art style and polished UI & gameplay! Nice job!! Ice is king

Submitted(+1)

Aesthetic is brilliant. Only having a short amount of time to place roads made it stressful but fun. Well done!

Submitted(+1)

The Game Is Really Fun. I Think There Should Be A Start Button Instead Of A Timer, But That On You! 

Developer(+1)

thank you very much! Good luck :D

Submitted(+1)

Simple idea but made into a challenging fun puzzle game! Good work!

Developer (1 edit)

Thank you! :)

Submitted(+1)

Simple and extremely fun! Good job!

The music is a little repetitive, but i loved the game!

Developer(+1)

thanks! 

good luck with the jam!

Submitted(+2)

Idea is simple, but really cool, dudes! I really want to see this game in big realise! There is only one bad thing for me: only one music. And thats all. Good luck with your game!

Developer(+1)

Thank you very much, I'm happy you liked it! 

Good luck to you too! :)

This game could be a lot of fun with more polish and depth, but as it is right now it gets really boring after every wave 5

Submitted (1 edit) (+3)

Nice little game!

I had briefly thought about the idea of a tower defense game but reversed, but it didn't seem like it would had much depth. I could only think about the previous GMTK game where you had to avoid your own defense shots. But, you made me realize that there could be a lot more to it!

Placing roads was an idea I just hadn't thought of, but it makes a lot of sense as the main framework of how the game works. 

I think there is a lot of room for more mechanics and ideas here as well, I kept thinking about how in BTD battles, you can purchase the waves sent to the other player. Maybe it would be beneficial exploring into the ideas of having to buy your own waves, giving the player control of what they send out.

There was also a bit more depth to the road placement, but I think there could be a lot more added. Most of what this was is : Place roads away from turrets, create faster roads where they are many turrets. (If we ignore the exploit of placing unconnected roads to spawn towers away from the real road...) I wanted to create branching paths, but found it less useful since the tanks go in seemingly random directions. Maybe you could add a feature that allows for you to add logic to your path, (maybe costing a price) that allows for the player to add controls like: Every other tank goes, only X color tank goes, Send for half wave, etc. I think this could open up a lot more thought when having to design a road structure. It may also make the player need to deal with throughput?

Having more tower types could also lead to more dynamic paths and creations. Maybe ones that have piercing shots, but can only shoot in 1 lane, which would prevent long stretches of roads. Currently, there is also no real reason to have a slower path other than to save money. Maybe there could be some tower types where it would benefit to move slower.

Not having time to think about my road placement was a bit stressful, since I wanted to create something that was logical, but was only given 10~ seconds to do so. I would dabble with the idea of a keeping a forced wave timer or not. Since it makes sense to have the waves out of your control, since it is the opposite of the Tower Defense game. But, it may be more beneficial and fun to make it so the player can take their time and send waves when they want.

Some other QOL features would be nice, like being able to place better roads on top of old ones without needing to dig them up first.

Nice job!

Developer

Hi!

Thank you very much for your very detailed feedback, and for all the numerous advice on the mechanics! Actually, we were thinking about the possibility to implement other kinds of turrets, but we decided to focus on other aspects of the game since the time was little. For sure, if we'll develop the game further, we'll add this and other mechanics you mentioned. Speaking about the small amount of time to take a decision, It is because we wanted to develop a kind of "hardcore" puzzle game. A possible solution could be to give more time in the first levels and then in the next ones removing it more and more. Btw there are many things that we could implement as you suggested, we'll think about that for sure in case we'll develop new versions of the game

Thank you again and good luck with the Jam!

Submitted(+1)

I liked the concept and the presentation. I think just a few changes would be welcome though. I found tanks going down uncompleted paths to be a bit annoying at times. It could also be an issue with the HTML version, but I wasn't able to see text on screen either.

Developer

Hi! Thanks for trying the game and for the feedback. Could you explain what you mean with can't see text on screen? We'd like to fix it after the jam period ends

Submitted

When running the game in fullscreen (using chrome), the text displaying the price for roads and current money is invisible. It reappears after getting out of fullscreen however. I'd be happy to give out any more helpful information you might need from me to get to the root of the issue. 

Viewing comments 20 to 1 of 57 · Previous page · First page