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Tower Attack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1530 | 3.554 | 3.554 |
Enjoyment | #2011 | 3.054 | 3.054 |
Overall | #2142 | 3.208 | 3.208 |
Creativity | #3161 | 3.018 | 3.018 |
Ranked from 56 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?
It is a reversed tower defense game, where you spawn the mobs
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?
No
We used pre-existing audio
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Comments
Nice to see the tower attack neighbors, good job on implementing three turrets along with three units and multiple levels! Game does feel unbalanced, that's very tricky to do. It is however enjoyable spawning the different units in real time and having them move rather quickly through the field, feels enganging.
A nice little anti-tower defense game. It was oddly satisfying to watch my troops get closer and closer to the the enemy leader. I started to figure out patterns early on that were effective for getting troops over to her. I will say that later in the game after you update the fast ghost it can be a bit too easy. I do think you did a very good job of keeping the game readable and making clear at all times what was happening. (With so many moving things on screen it could easily have become overwhelming but that was not the case here.) Thanks for the game, it was nice.
Thanks for playing and giving a feedback! <3
the art is precious. Need more of this game
This game has a great feel to it. I think it may be fun to lean into the idea of having lots of gold and give more options to spend it on.
I love the aesthetics, it looks great. The gameplay could be a bit mindless at points. However overall really fun and unique. Well Done!
Quite like the animations ofthe game and quite a neat game! Nice work!
we had the same idea indeed! super cute game.
i absolutely love those animations!
I think the game looks really pretty and i feel like theres a cool concept here but there is nothing stopping you from just spamming, it feels as though it is hard to make any strategy around the different troops. I think an important thing you could change is how they target troops, feels like they were changing at random sometimes. I tried sending the slimes in first to tank so that the devil would live to the end but the towers would just switch targets to the devil instantly.
Cool art, cool concept, just needs a little more strategy behind it.
Thanks for your feedback!
Definitely agree with you, the "currency" mechanic is highly unbalanced and need some adjustments haha
Due to time constraint it wasn't possible to make it as good as i wanted, so I chose to let it be very forgiving to players, so it was possible to everyone finish every level with relative ease
The targeting logic was every tower would focus the unit that was in the front of the line, except for the cannon, that would shoot in the position the first unit was in the moment it started to shoot, maybe this part need some tweaking!
I really like how this game looks, love the sort of cartoonish pixelart style. It's fun to see that we both got the same idea of a reverse tower defense game! I like how there are more levels in the game, this really adds variety and makes the game more enjoyable. the upgrade system is also really fun. The game does have some balancing issues but that's understandable within this timeframe. Overall a pretty fun game!
Upgrading your mobs was fun, but I did feel like I often had basically unlimited gold (except a few times against the final boss). I like the idea of gold being based on picking up things on the track conceptually though - measuring how far your wave is getting and rewarding you for it makes sense.
Might be possible to solve the economy issues with a 'phase' system where you get multiple chances to upgrade / enemy to upgrade during a level, and you get to choose your upgrades based on what the enemy is building / upgrading. So there's a set number of flowers per phase, and it's a bit easier to tell whether you're doing well. Definitely a tricky concept to balance though!
The way the princess vibes out at the end of the track is very funny.
Thanks for your feedback!
Thats a nice balancing idea and I think it would be nice to add it! I'm glad you liked the princess vibes hahaha
It was fun to see your progress as your horde made its way closer and closer to the enemy, and I admire how there were different types of tower to force different strategies, although honestly the game was very very easy. I had two strategies: most of the time, I made a bunch of tanks and occasionally a few ghosts, which would have cover because of the tanks and then could sprint to the princess once the tanks ran out. Or if there were lots of area-of-effect turrets, I also made lots of tanks and occasionally a few ghosts, well, a few more ghosts, which ran out ahead and distracted the area-of-effect turrets so the tanks could keep encroaching.
Thanks for the feedback!
That's the best strategy I found too!
It was hard balancing the game, if I put more towers it became really hard really quickly, so I chose to let it easier so more people could play the whole game!
Definitely a point I will revisit if I ever continue this game
If you ever decided to revamp the unit types later on (bearing in mind it could be a lot of work) you could consider having different types of damage, like magic damage versus physical damage, or elemental resistances. That's one way a lot of games create a rock-paper-scissors dynamic.
Thats a neat idea! If I ever revisit this game, definitely will add these mechanics!
Fun game. Love that you added unit upgrades. Good job on your submission!
This game was quite fun! I like the mechanic of buffing the troops in between matches, it was quite creative. I'm not sure if it was just me, but it seemed like there wasn't a lose condition in this game. I'd see myself timing out of a level only to progress to the next one and I wasn't sure that was intentional.
- João G Borges
Thanks for the feedback! <3
I chose to "don't have" a lose condition, because it could be kinda frustrating to someone to have to restart all over again, if they had bad luck on the buffs, and made it so everyone could face the "final boss"
But it if was a full game definitely would balance more the towers and put a stricter lose condition <3
Had fun running down the princess! Cool final battle as well :)
We liked the game, however it felt a little bit spammy with how much money you gave us. Perhaps if there was less flower spawns there would be more strategy to choosing units. The unit art was really cute :)!
<3 I appreciate the feedback!
Hahahaha I felt this way too! The "currency" balance was a big problem I faced!
In the end I chose to let it be kinda irrelevant, because it was too hard to balance the game when it was a "difficult resource... It became a bit spammy indeed! :(
The game plays pretty good overall. The way the unit selection works makes the gameplay become just button mashing all the units. This is unfortunate, because it looks like a lot of effort went into the different unit types and like strategy is just out of range. I really like the way everything looks while the troops are marching and being attacked by the towers though, and I also liked the character art.
Thanks for the feedback!
Yes, unfortunately the balancing had to move towards the button mashing :(
My initial idea was to make the player find a strategy using all of the three units, but in 48 hours that was the best I could do hahahaha
Cool idea and presentation is great.
I'm not sure if it is a bug or a balance issue but I could basically buy dudes non-stop without having to think about anything. The resulting gameplay was that I was just mashing the 3 buttons without thinking and easily smashed through all the levels.
Thank you!
The buying system was a hard one to balance, so i let it be pretty generous to the players, because it was too punishing when it was more restrictive!
Definitely something to improve! Thanks for the feedback!
Really nice idea, great art! I found it quite strange how I could skip (?) levels by pressing the arrow in the top left, but it was great fun playing without it.
Thanks for your feedback! I added because sometimes you can have bad luck on the "cards" and it was very hard to pass some levels, then by clicking it, you could easily play the next one without having to restart a run <3
I just loved it
I like the gameplay