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Reptilian Rampage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4681 | 2.333 | 2.333 |
Style | #4982 | 2.389 | 2.389 |
Overall | #5096 | 2.370 | 2.370 |
Creativity | #5353 | 2.389 | 2.389 |
Ranked from 18 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?
In this game, you have to deploy reptilian troops in the battlefield, which use their scales to attack the enemy reptile forces. You will get the scales of every enemy reptile your troops kill, which you can use to place even more troops.
Development Time
96 hours
(Optional) Please credit all assets you've used
See Game Description for full credits
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Comments
I love the art! The map. The sound. The creatures. The font. From the first second I feel like defending a castle from evil ( maybe just normal ) creatures.
Thanks for playing and reviewing! Glad you liked it all!
Cute little tower defense game! Good job, I like the interpretation of the theme.
Thanks for Playing and Reviewing!
This is a nice simple tower defense game! Well done!
It took me a while to understand how the game works, but once I did I enjoyed it!
Great job!
Thanks for Playing and reviewing! Glad you enjoyed it
The game have a good potential of fun, i would like more waves to experiment.
It took me serveral attempt to understand how it work (its my fault i didnt read the description at first).
Thanks for playing and reviewing!
I managed to win on the second attempt. I got overwhelmed the first attempt because of how quickly the enemies start attacking.
It's a nice little tower defense for a jam. It could use a bit of polish and rebalancing. And the komodo dragon towers didn't seem to fire at moving enemies.
I like the idea of using reptiles to fit the scale theme.
Thanks for playing and reviewing! The Komodo dragon might not be firing at moving enemies because it has a really short range, and the enemies probably get away from its region before it gets to attack. Its better when it is placed closer to the lair, where enemies group up and stop moving.
It's a little too simple. I think focussing on art with a more coherent style could benefit the feel.
The game does have a nice mix of enemies and allies
Thanks for playing and reviewing! I was planning on having a consistent art style, but wasn't able to do it.