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One Shoot Defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Score Chasing | #60 | 1.376 | 1.500 |
Theme | #61 | 1.491 | 1.625 |
Originality | #61 | 1.778 | 1.938 |
Overall | #65 | 1.399 | 1.525 |
Presentation | #66 | 1.204 | 1.313 |
Fun | #66 | 1.147 | 1.250 |
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 relate to the theme?
The game adds the new score to the overall score of that user:The more you play, the higher your score. I am planning to add more types of scores /leaderborads if on time
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Comments
I was left very confused after playing your game
The animation of the tower dying looked like an explosion and since the icon for placing them is a reticle, I thought I was supposed to shoot enemies, so I clicked on them, saw the little explosion animation, and was left confused when it did nothing to the enemy.
Once I figured out the reticle was just for show and I had to click away from enemies to place the towers, I was left with even more questions. Why did the towers randomly stop spinning and turn red? Did I do something wrong? Why did they sometimes break and sometimes kill enemies? What was the point of the ability button? It never did anything for me when I clicked it.
I think the game really needs a tutorial and maybe some more intuitive art for the UI and towers to avoid confusing players who already have no instructions on how to play.
Once you figure out the path of the monsters in the later levels, it becomes easy to place the towers.
I think once you add more types of towers and abilities the game will start to become really fun.
I like the art work of the defense towers it's unique.
This looks like the start of something cool.
My feedback would be to not allow unlimited towers - make a limited resource so the player needs to be strategic about what they're gonna buy.
Congrats on your submission!
First Tower defense game that i've come across in the jam, There is potential but I think having one procedural/static level with much more focus on 'complete' systems would really do the game well :D I liked the 'map' it gives a vast area feeling which is nice! I won the levels by spamming the defense card in the path 😎Good work on the artwork too ^^
Similar to the other comments I found the cards hard to grasp especially how the normal card works. gameplay would be fun if the cards are easy to understand and perform better.
Really appreciate feedback, i Will do some changes to make them more comprehensible ^^
Cool idea, aesthetically a bit lacking and the controls are a bit dodgy... Kinda hard to figure out what to do tho due to the somewhat random nature of the attack card.
I didn't understand how to play hehehe
Bit confusing with the cards. Wasn't sure when the attack cards work. Sometimes they slay, sometimes they miss, sometimes they get destroyed, I dunno. Healing ability is unclear. I love TD games, so I respect the effort. Art needs work. The whole thing needs a re-do.
Good effort for a jam. Tower defense games are tough. I think I mostly got it, though it was hard to determine exactly how placement worked, and I don't think I fully understood ability cards. If you work on this a bit more, I'd tweak the art a bit to clear out the gibberish map text and unit placements to make it more obvious how their positions will effect damage.
Was a little confused, but once I figured it out it was playable. I didn't immediately understand that there was a limit to the amount of objects I could build. The paths didn't seem to matter as the ai would just take their predetermined route regardless of what visibly looked like their path.
Also noticed that your score just increasingly goes up the more you play - so I wasn't really sure of what was the high score that I'm chasing as it'll just add to my previous score.
Good effort though!
thx for feedback! Paths are 'orientative' the make a bit more difficulty the Game😁