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CrafDefense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay (Fun-Factor) | #1 | 4.714 | 4.714 |
Overall | #1 | 4.000 | 4.000 |
Audio | #4 | 3.571 | 3.571 |
Crafting Mechanics | #4 | 4.429 | 4.429 |
Graphics | #4 | 3.857 | 3.857 |
Jam Theme | #6 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long did you work on this game?
80 hours over 9 days
Which theme(s) did you use, and in what manner?
Crafting; you make towers by assembling parts
Which engine did you use?
Pico-8
Did you use any third-party assets?
No
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Comments
Splendid game with a premise that encourages experimentation. I would play an extended version of this, too!
Awesome! Thanks for the feedback.
I hope to swing back around for a sequel before too long. :-)
At first, it was a bit confusing. But it became clearer after enemies started to drop some items and when I saw the word "Effect".
The experimentation process is very enjoyable. I like that the initial items and drops from enemies are random, it forces you to try different things and improvise different tactics.
Really nice game, great job!
Thanks! I'm glad it became clear and enjoyable. :-)
Lots of fun, left me wanting more. Only thing I would add would be that X closes out of the tower menu, took a bit to figure that out.
Thanks. :-)
That's a good point about the functionality of the X button. It's easy to forget things like that when I'm working on a game constantly for days in a row.
This was pretty fun tower defense game! I normally don't like these types of games because the genre normally has increasingly harder waves that you somehow have to keep up with by upgrading things optimally and such, but I liked this one because it breaks away from that mainstream method and just has fun with upgrading towers via what combinations you want/need. It would be interesting if you added an extra challenge indicator for beating maps without taking any damage. Took me a bit to figure out how the towers worked, but managed to make them work to my advantage, which is part of the fun you made :3
You did a "tower"iffic job!
Thank you for the feedback! I'm glad you liked it. I agree that a zero leak indicator would have been great. That, plus hard mode, were the two next features on the cutting room floor.
I'm glad the emphasis on experimentation and randomness over mastery was enjoyable to you. That was definitely a goal of mine. :-)
Awesome game, took me a couple of restarts to learn what I was doing. But after that it's all lovely experimentation. I'm pretty sure lightning on anything is OP, I spammed it either way! ;)
Nice. One of the things that's making me very happy is having different people tell me different things are OP. Tells me I succeeded at making things people enjoy using. :-)
Thank you for the feedback about the onboarding experience. I definitely feel like that's something I want to work on if I expand or sequel the game.
This was a really fun game to play!! It took me a long time to figure out that X was how I cancelled out of customizing a tower, so that was a lil frustrating initially, but once I learned that things went a lot smoother!
It was very satisfying seeing the targets get destroyed by upgrades, and really cool that different upgrades did different things depending on what slot you placed them in! I also love the overall "retro game cartridge" vibe that the game exudes with the music and art really adding to the effect! Overall I didn't personally feel like I was "crafting" the towers, but I do appreciate the unique spin on the theme ;)
It would've been cool to have slightly less random upgrades as well - it could also be that I'm really bad at these kinds of games, but it did feel like I got pretty unlucky with my rotating orbs and random bursts missing a lot of targets even in early levels (though I still managed to get through them okay!)
I also feel like the sound effect for when a target got through sounded more positive than negative, so I couldn't tell that I was doing badly if I wasn't paying attention! Tho I do appreciate that the waves were pretty small and manageable so I didn't struggle too hard there either.
Amazing work!!!
Thanks for the detailed thoughts. That's very useful feedback for me to think about. I'm glad you had fun!
Pretty cool game, i enjoyed playing it a lot. The mechanic with 3 upgrade slots for each tower is really cool, it makes the game really interesting and forces you to figure out which upgrade is best where. I also like the fact that you decided to go for fewer waves and then introduce new levels. It keeps you from fortifying your position so much that the game becomes boring. Well done.
I beat most of the levels at the first or second try, just the last one was more challenging, which was a welcome change.
Thank you for the write-up. I'm glad to hear you enjoyed it. :-)
The biggest feature I wish I had had time to do was a hard mode that would do different tuning but the same maps. That way you could replay them once you've beat them once with much more challenge. Maybe I'll make a sequel. X-)