Really nice game. Impressive how much you got done in the 96 hours. Wave 50 was insane. I think I got so much damage at one that the integer wrapped around and I got max int hp ^^
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Fractal TD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #93 | 4.159 | 4.159 |
Overall | #294 | 4.000 | 4.000 |
Creativity | #647 | 3.932 | 3.932 |
Style | #921 | 3.909 | 3.909 |
Ranked from 44 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's a game of TD on a fractal shape, which are known to scale infinitely. Incoming enemies and new turrets scale in size as it goes.
Development Time
(Optional) Please credit all assets you've used
see description for full credits
Comments
I had fun with it, rotating the playing field every couple of rounds is a great idea, switches things around. Wasn't sold on the overlapping towers at the beginning, and it still does have some visibility issues, but it felt good after all to be able to use up the space to the maximum.
I love a good Tower Defense, so thanks for making one! :)
This was a solid take on a TD that fit the theme. The music was great, and the SFX were spot on.
The UI felt a little messy, though. I initially had a hard time figuring out where towers could be placed when I tried to build overlapping sizes. Such small things compared to another enjoyable game.
Great work on a great game.
This was really cool, I can't believe you implemented this in 4 days!! Good job!
Holy crap. This game was amazing.
I cant believe you actually got this done in 4 days xD I could play this forever if it wasnt for the fact that after wave 30, my GPU is starting to stutter :p (maybe next steps would be some optimization?) ... Well it only stutters if I try to speed it up... but yea :')
I really love how this game enforces a different strategy compared to other TDs. Well done!
This is a really fun take on the scale concept, one thing i love in games like kingdom rush is how, over time, the level itself changes and forces you to reorient strategy-wise, and this takes that concept to the extremes. being able to sell towers at-will also really plays into that concept, although rn it is a bit too easy to just sell everything and re-build every time the base fractal grows, maybe making the waves come at a timer if you dont summon them would fix that?
Having different sized towers overlap is also a really fun concept that i havent seen done before.
The one unfortunate issue i have right now is that the small towers become irrelevant at the end, being very weak and low-ranging compared to their cost, maybe adding in more smaller enemies that only they could deal with could fix that?
Aesthetics-wise i really like this one, the enemies are maybe a bit too simplistic but the towers are all very varied in abilities and aesthetics, and it all melds together very cohesively. The neon aesthetic and different colours reminds me a bit of enigmata: stellar war.
Id love to see how you could flesh out this concept, and how insane the scaling could become 10 layers deep.
Thanks for the very in depth review!
The selling was a last minute addition, originally there was not meant to be a way to manage placed tower but I've had many requests for the ability to move them. In lack of time I found it easier to implement selling at full payback as it is effectively moving (but it has the unfortunate side-effect of letting you convert small towers into big ones). Later jam polish is definitelly seeing the selling gone in favor of moving. This obviously had a detrimental effect on the difficulty scaling of the later waves as they were not properly rebalanced to account for the selling, but I favored polishing the concept over more playtesting to get the right difficulty.
Later towers having a limit of what levels they can target is there to encourage the use of the smaller towers (the Marker being a big AoE tower that *needs* smaller towers to trigger the marks also plays into that). I wish I polished the concepts behind the towers themselves better but in lack of time I had to rely on ideas that are simpler to implement, we'll see what will come of them in the post-jam polish from all the feedback I've been getting.
Using fractals is a good idea! The "towers" are really fun to use. It's a really well made game!
Great instruction and I like how you incorporated the scaling theme into your tower defense game. Getting to unlock bigger and better defenses and facing bigger enemies is always exciting!! The only thing I would add is that when I got my ass kicked I went into negative health instead of dying haha. Overall great game!
Very cool concept, the neon graphics look amazing and fractals are just cool in general. But you kinda cant lose, the life just drops to negative numbers xD I was at -1700 life when i reached round 50
I like the theme of fractals (recursion reference?). Really neat idea on the theme of scaling and a nice spin ion the traditional tower defence game. SFX and visual effects were on point and the game overall felt really polished. Holding the space to speed up the level was also a nice touch - nice job!
(Got to round 30 but itch is not letting me upload my screenshot >:()
Nice thought to use fractals, it's a solid little tower defense
Nice theme using fractals! I appreciate the instructions on screen while playing it, they work as a good tutorial, it really helps and I didn't feel lost. Well balanced timing. Good work!
Very fun! Played till wave 30
despite my efforts trying to crash the game placing a shooter on every possible spot at the end, everything hold up pretty well haha
I love the mathy take on the theme. Those hexagons messed me up!
Interesting concept for a tower defense, and executed well. I really liked the Wave tower and the way you could push enemies around to group them together and keep them away from the fractal. Good job!
Loved the gameplay style and the VFX is awesome! Really great work!
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