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Forging Turrets's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #70 | 3.015 | 3.333 |
Theme | #74 | 3.417 | 3.778 |
Originality | #97 | 2.915 | 3.222 |
Accessibility | #114 | 2.111 | 2.333 |
Controls | #120 | 2.412 | 2.667 |
Overall | #130 | 2.369 | 2.619 |
Audio | #133 | 1.407 | 1.556 |
Graphics | #152 | 1.307 | 1.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Stable 3.5.3
Wildcards Used
nope.jpg
Game Description
Tower Defense
How does your game tie into the theme?
Player forges turrets
Source(s)
https://github.com/ktosox/GWJ68
Discord Username(s)
Ktosox
Participation Level (GWJ Only)
7?
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Comments
I'm a winrar! :P There's one main thing that makes this game a little less enjoyable: no control of the camera. I think if you could just implement that, possibly using this tutorial from KidsCanCode, and get some better graphics and sound going, you'd have a great game!
https://kidscancode.org/godot_recipes/3.x/2d/touchscreen_camera/index.html - note that in this tutorial, he goes into the project settings and enables "Emulate touch from mouse," a useful tip for also making your game slightly more mobile-ready, where tower defense games are really popular. If you look at my game (this is not meant to get you to rate my game :P), I used the above tutorial to create the moving around the overall map.
Great try, would love to see more from you!
Edit: Something I forgot to mention is that this is an incredible submission for just one person working alone. I've tried to make tower defense games before and they are hard. Very impressive that you submitted this even with the very basic graphics and stuff!
I had no vision for how the player should move the camera so in ended up moving the camera with an AnimationPlayer.
Thanks for the suggestion. Dragging the camera sounds like a good idea.
Thanks for the submission! It was a fun little game. I was able to understand the concept pretty intuitively and was able to make turrets pretty quickly as well.
I felt a little rushed to make the new turrets, so I didn't have time to properly sit down and look at my possible options, since I was just making them as fast as possible. Especially since it didn't seem like the bases or barrels mattered, I just made a bunch with whatever type of ammo I had. Maybe adding a break between waves would allow me to think a bit more about my creations.
Nice and fun game! It was interesting that there were lots of tower options possible to mix and match. But also, the enemy waves were quite relentless so I found myself mostly spamming towers without thinking too much. The component drops were sufficient to build whatever I wanted. From a UI point of view you could consider adding component counts to keep it compact. Sometimes the enemy would appear in front of the dropped components so I couldn't pick them up until the enemy passed. In future, different enemy types, more gap between enemy waves, pause, and some general balancing will make this more fun. Good work overall!
Thanks for playing! Enemy variety, better UI and pausing unfortunately didn't make it in before the deadline. And giving the player some room to make meaningful choices is definitely a necessity that I missed.
I like the base components at work here! I enjoyed the ability to make my own towers. It's a very solid foundation to build up! I will add that the UI became cluttered if you had too many materials as it started rising over the "Forge Turret" button. I have to agree with the "click to refuel" not being obvious in game, but I also had enough turrets covering each other that I didn't have any energy issues until the last wave where the win screen comes up. It probably also helps that I had a lot of bouncy projectiles that ripped through the back lines!
Overall, great job, you definitely have something here to keep building with if you decide to expand the project's scope!
- ImPasta/Mica
Thanks for playing and for the feedback as well! The inventory UI definitely needs an improvement or a size cap since it covering the crafting button is game breaking.
Readability in general is a problem that I missed due to not enough testing.
Fun lil game.
I really liked the concept - super original! Would have been nice to have additional crafting stations as the difficulty increased, but maybe I missed something? Also, I wasn't sure if I could replenish the ammo of existing towers, or if the point was to build more towers.
Cool game - well done!
Thanks for playing! The idea was to use the player's attention as a resource by making things charge-up or speed-up when you press and hold with the mouse button on them... but I didn't find enough time to explain that concept in game, for which I am sorry.
Don't be sorry! You got a great game for 9 days of jamming!
More like 4 and 3/4 of a day in my case 馃槄. But this time I got accustomed to creating tests alongside each new feature, which will hopefully pay dividends in my future projects :)
I can see this mechanic as a stapple in all tower defense games I make starting today, creating your own tower is much more fun than using one the developer made
Thanks for playing! But I wish I gave the player more control over what they make, as well as time to make meaningful choices.
I AM A WINRAR, yeppie! It was fun, I had so many components at one point lololol, very fun! :D