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A jam submission

Brass and BladesView game page

Tiny Heroes, Colossal Chaos: Defy the Odds in a Steam-powered Tower Assault
Submitted by Neon gravity — 2 hours, 4 minutes before the deadline
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Brass and Blades's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#56221.8373.000
Enjoyment#61101.4292.333
Overall#61481.6332.667
Creativity#62471.6332.667

Ranked from 6 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?
its a tower defense but you are the attacker

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

Submitted

very cool tower defense game

Submitted

I think we have the same problem with the game,maybe u can try mine,and Give me some feedback. thank u

Submitted

Couldn't get it to run.. looked amazing from the photos :( Still, I won't give you bad marks because it may just be me

Submitted

Its a shame I had a real tough time getting this to run because I did like the look of it. 

Submitted

This was a confusing experience. At first I backed into the elevator and got stuck there. I had to restart the whole game to try again, and then I could just not get very far at all. Felt like I didn't have many tools to work with, even though there were many controls to try and remember :)

I'm having problems with these AAA fire particle systems when combined with other stuff that is just of a totally different level. It is hard to make a game that lives up to that quality. This is often the case with UE games for some reason. 

I like the idea of TD in reverse! Keep it up, and I'd recommend Imphenzia on youtube for some programmer art++!

Developer(+1)

I agree with basically everything you said, i saw most of these problems and just did not have enough time to fix them, there was supposed to be a tutorial and the control mode (where you look at everyone from above) was supposed to be able to drop bombs, heal your troops and give a speed boost. I made this game all by myself and it was my first 48-hour game jam. I have not slept in 2 days and i barely even finished. I also realize the game is incredible computation heavy, the particle systems are incredibly slow along with how many line traces and distance checks i had to use so all the ai's worked. The elevator is a problem i struggled with the entire project and i still have no idea how to fix it.


I have watched Imphenzia on YouTube when i was starting out in blender a few years ago, he's a good Modeler but all of his stuff is simple in terms of materials and very low poly, it is a lot easier and faster to make stuff like that then full rigged, textured and detailed models. I think the game keeps a pretty consistent realistic art style, the walls might be a bit too simple and there are no lasting effects like bullet holes from anything that happens, but the models and textures are pretty good.


If you want to try it again here are some tips to feel like you have more tool. 

If you had the latest version of the game, you could destroy the towers allowing for more strategy instead of feeling like you have to restart each time you die.

Use the control view to guide the ai's on better paths, The default rout the ai take is intentionally bad, control them using the left mouse button in control mode. wherever you click they will go too.

Switch to ai that are close to the statue you are trying to destroy, you may be able to get through by jumping, an ability that only you can do that an ai controlled robot cannot.


I hope that will make the game more enjoyable for you. I am going to try to fix all of these problems in the post-game jam build that will be available after the game jam is over

Submitted

Did you make all these models and particle systems yourself? They look really really nice, I just assumed they were 3rd party.

What I meant is that games feel weird if they look super nice but are lacking in other aspects. I get disappointed much easier if I had a very hard time playing a game that looks super nice because it is not very accessible, has weird controls or is buggy. I like it when all parts of the game is on equal level.

Feels like you managed to make tons of systems and stuff in this game, huge effort. I guess it might have been some overscoping there too, it is very hard not to do. In some games we setup a list of what to cut from the design to handle it, but man it's hard :D

Sorry if I'm being obnoxious here, that's not at all my intention.
You put a ton of effort into this, I'll try and give it another shot.

Developer

It's fine dude, I'm already trying to find ways to improve it. All the models in the game besides the statue, chandler, and bookshelf were made by me during the game jam like the robots and the turrets. I way overscored, i made a 3rd person charterer with attacks, made a tactical camera, and a full tower system for placing towers that is not in the game. everything is very buggy and the code is a mess but the core aspects are their. I have defiantly learned from this and will be improving for next year