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Aggressive Sales Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1261 | 3.672 | 3.672 |
Creativity | #1417 | 3.603 | 3.603 |
Overall | #1430 | 3.460 | 3.460 |
Enjoyment | #1880 | 3.103 | 3.103 |
Ranked from 58 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?
Aggressive Sales Tactics approaches this theme from two different angles. It is a reverse tower defense game where the player spawns units to walk down a path and attack hostile towers. However it is also a merchant simulator. In most games the player would buy weapons from a merchant, but there are few games where you play as a merchant yourself. In this game you will need to find a balance between sending units promptly down the path to eliminate the towers before they overrun the town, and keeping customers in your store long enough for them to spend a little more coin for you to upgrade your shop and make even more profit!
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
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Comments
I wasn't able to play because of a C++ error (Unreal Engine games just seem to not work for me), but judging from the screenshots this looks like a visually amazing game!
A lot of content for a Jam game very impressive. A cool mix of ideas too, having to balance the 2 aspects adds a fun extra challenge
This is a lot of game to have been made in 48 hrs, I like that you got such a cool system of customer vs shop upgrades to be balanced. There were a lot of moving pieces but it was presented really well and fun to play, thanks for the game!
I streamed the game here:
I really appreciate your lengthy and thoughtful feedback, it will be used to make the final product even better! I have a dev log written with some planned improvements we want to make soon, but its another wall of text.
This is starting to feel like it was a 7 day jam idea we tried to squeeze into 48 hours!
I really like this hybrid approach to a “reverse tower defense game”. I hope you found my suggestions during the stream useful, and I’d love to see if you make an updated version!
Yes your feedback on stream was great! I had a lot of fun being on and listening to your coverage of other games. You nailed it when you said if we were speaking verbally we'd be on the same wavelength. I wrote a devlog below talking about some changes I'd like to make going forward if you're interested!
Hey everyone! Thank you for all the amazing feedback. Within the team we have collected all feedback so far and have a pretty hefty to do list to implement all of it. Here's a quick post I made collecting some of the things I feel comfortable sharing that we want to do if you'd like to take a read! This event has been so fun and I can't wait to keep playing all your projects!
https://chandlerm35.itch.io/aggressive-sales-tactics/devlog/560866/thank-you-for...
Yay for Unreal!
I really like the mix of styles, 2d sprites + somewhat 3d background. The gameplay itself was quite enjoyable once I got a hang of it. I just wish there were some kind of win-states and maybe transitions to different levels instead of it just being a high score chase (or maybe I just didn't score high enough to progress? but I think there is only failstate if towers stand for too long).
A neat concept of reverse tower defense but with an additional twist, I absolutely loved that it was not just a simple "you are the enemies" take on the theme. I could see some possibility to develop this idea further if You wish to in the future, as it definetely has potential.
We are planning on updateing it in future! I'm happy you liked it.
Polska Gurom?
Cool mix of styles and the game idea is pretty complex, good work! Took me a moment to figure out, but once you get rolling, it's pretty hard to lose.
Cool idea, it was a bit annoying that once I had the cost difference popup I got it almost every time even when I did have enough gold but it was nice to play nontheless. Good job!
Thanks for playing and the feedback NaoCuddles! I'll take a look and see if I can replicate that popup coming up every time and fix it!
I like the idea and the art is fun. When I first played the game I had very little idea what to do - and reading the initial description only helped over so slightly. I had to go read the full description to figure out that the number under the people in the bottom was their wallets, and that they were the customers that you'd send down the road to destroy the towers - and that turning those customers into knights and rangers etc. gave you their money (and if they're short you pay the rest).
After I learned that, the game became very easy. So easy that I could probably never lose because there didn't seem to be an increase in difficulty over time.
And without reading the game description I'd probably never have guessed that the lose condition was getting too many towers present.
There were some conflicting mechanics though. The passive sales seemed to work against you - it cost me time and at best it'd get me slightly more money than just buying the weapon that was currently closest to their wallet's contents - and at worst it'd make me break even but with a "loan" from the customer while delaying their aid with tower-weeding and keeping new customers from coming in.
Also, constantly clicking back and forth was a bit hard on my wrists and seemed unnecessary. I'd have appreciated if we could at least press 1 through 7 to select customers.
Screenshots from my playthrough: https://imgur.com/a/GrmuiD3
Thank you for the specific feedback! You're totally right about the state of the game currently, and we're working on changes to it and making the game more difficult but also more clear about what's happening on screen. Right now there totally is no reason to wait to try and gain gold for passive sales versus selling the customer the item they can afford most, but im looking to introduce some changes that will make waiting to sell to customers more enticing. The system was implemented for the jam, but I thought 48 hours was longer than it was and ran out of time before putting in a real reason to engage with it vs spamming units.
I'm going to look into adjusting the controls to make them less stressful on wrists too. Your 1-7 number key is a great idea, but in addition do you think moving the selling buttons would help for mouse players? For example they'd pop up over the selected customer so you only had to move the mouse up rather than all the way to the left of the screen and back?
Thanks again for taking the time to play and provide feedback for us to help make the game better!
For mouse-only players, I'd guess it's about minimizing precise movement and number of clicks. Since you plan on tweaking the gameplay as well, it's hard to give suggestions. Right now the issue is that you have to constantly alter between two clicks at different positions to make what's effectively only a timing decision. E.g. with current gameplay and balance it'd be optimal to have a default unit and just clicking the customers to equip/send them with the current default - and then for the rarer non-default send, either have a button to configure a specific type for that unit (with that button being a single click for both "select equipment type" and "send them with it") or having small radio-like buttons over every customer visual at all times.
But with different incentives and balancing and features that'll change. The fact that you ideally want one click with minimal "precise"/strained movement for every single player decision never changes though
These are very great suggestions, thank you for taking the time to share them with us!
Oh this is really clever! Very unique almost combination of ideas that in execution flows really well together, great design! Also a great combination of the different graphic styles, as the 2D and 3D blends together nicely! Took a bit of time to get the hang of it but still overall a great job! :D
Gotta Get That Money!
Nice game! I liked the idea and setting.
Cool game! The graphics look amazing
Cool game! The graphics look amazing
Game is really cool, definitely needs to be harder. Artstyle and UI are nice. Music is cool too. Once I understood the concept I really liked the idea.
best overall, nice ui and sounds
Cool idea! I didn't quite understand the exact objective of the game, as I had troops reach the end and it didn't seemed to do anything. Overall great submission!
Objective is to earn as much gold as possible, you spawn units to destroy towers and keep your bussines alive. I'm glad you liked it anyway!
Interesting game! I like that its a take on a reverse tower defense and a shopkeeper simulator. Could use a clearer indicator of what the lose condition is, I knew I had to get rid of the towers but is it if all the tower spots are full for too long? Or if the towers get to upgraded? That part I didn't understand. Fun overall though and I love the art :)
really like the game, but too hard to run on a potato pc
we only had 48 hours to make the game so code is not well optimized. We will work on that in next update. I'm glad you liked it anyway!
When I earned more than 10.000 I said "stop!" haha, liked this game
Needs and 'end' state, something that makes you win because in certain point of the game you enter on a loop, but the gameplay traps you and the mechanics are easy to understand. Anyway, it's a very solid game than others i've played, congratulations for making this possible in just 48h.
Thank you for your feedback, also I believe if you reached 10 000 gold earned it probably is current WR
10,000 gold is nuts, I think in my time playing the most I got was 2000! Thanks for enjoying it so much! We plan on improving it so in the future you can get a better fix!