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The Last Cherry Blossom Tree's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4794 | 2.313 | 2.313 |
Creativity | #5183 | 2.438 | 2.438 |
Overall | #5226 | 2.333 | 2.333 |
Style | #5344 | 2.250 | 2.250 |
Ranked from 16 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?
The Towers you build scale indefinetly
Development Time
96 hours
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Comments
Some tooltips would be really helpful! I like the idea of using scaling to improve towers but would love to see this idea fleshed out a bit more!
I'm not really sure what effect scaling up the tower had on its effectiveness. Possibly needs a bit more feedback so players know what they're doing.
I wonder why I couldn't select my purchased towers from the right hand list directly. But anyways, I was surprised to see my tower scaled up automatically while shooting slimes. Pretty good move cause it saves me trouble of getting another tower.
However that is until the size is too large and slime could attack the tower without getting shot. This caused endless loop in which the slime scaled down the tower but the tower kept scaling up.
Seeing my tree grow was cool. The visual effect ripple on my screen was a feels good man.
It takes quite a long time to be able to accumulate money to purchase anything, but neat concept
Nice game with fun concept, but it nead some balancing because I think that I didn't have enought resources to buy or scale towers.
I wasn't able to get far in the game. Any time I'd purchase a tower that harvests gems, it would shrink and disappear - repaying less resources than I'd used to buy the tower. I didn't have enough gold to buy enough towers to get any further than Wave 4. I think it's necessary to either re-balance the game, or demonstrate how to play the game correctly.
Assuming your team's made the art, it's a nice looking set of sprites. But the Unity engine work (like UI) and a lack of sounds needs some polish.