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Boingies vs Spikies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
If 0 is not at all boingy and 5 is extremely boingy, how boingy is this game? | #13 | 3.651 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I found it fun! I stopped at level 8, at which point the game doesn't have much challenge left in it. Given a few more things to do, I would definitely still be playing. I do think part of the fun comes from not really knowing where your towers are going to end up and the golf swing mechanic is pretty good at separating your intentions from the results.
I would like to see more tower and enemy types and some higher contrast in the visuals. A tutorial mode (or just some more instructions in the game page) would have given me a smoother start.
Interesting concept and very well implemented. I felt like the key was learning to judge the power needed to get your towers to end up where you wanted them. After that I was pretty easily able to build up 20 or so towers near by and felt pretty safe.
Really interesting spin on a tower defence game! There's a pretty solid foundation here, with collision physics, pathfinding, camera controls and whatnot. The other commenters have already presented some great ideas, so I won't go into that, but I will say that I'd love to play an expanded and polished version of this!
I stopped at wave 31: Boingy Domination. I think I could have walked away from my computer. ;)
This was a good time. I think an energy mechanic to power your turrets may be needed as the game progresses. Or if you want to lean into the chaos: we could limit the overall number of turrets and have to shoot the old ones to upgrade or remove them.
A larger game might have you unlocking new turret types and other levels.
This is a fun start to a new twist on TD.
It's innovative, and funny. But I'm not sure this is fun. The bouncing tower placement seems to work against the idea of tower defense, making managing your resources utter chaos. This would be ok as a challenge if we could still plan for it, but the projectiles seem to wobble about and have a mind of their own instead of being reliable distance/bounce bullets. So even with what feels like the "right" angle and power from last play, the gun won't land in the same spots when the level is tried again.
I also had several bugs, like sometimes the currency would just float around the cursor instead of being collected. This basically killed me the first game I played as I can't spend the currency if it hasn't collected yet.
Last, you can cheese it really badly if you just always shoot very low speed defense spawns right around the player. I think having a ranged or exploding enemy would help eliminate this issue, so we have to keep the enemy far away. I surrounded the shooting point with the first guns and was basically immortal after that.
One idea you could try is to make the guns defense based on how much "oomph" the player shot them with, or perhaps even how many wall bounces the gun did before stopping. That would encourage taking the risky bouncy shots over the safe small putts.
I feel a game to be found here if you embrace the chaos and balance for it carefully. It started being a little fun every now and then.
I think with some clever level designs, and better physics for shooting the defenses, this could really become something great.
I gotta admit I wouldn’t have thought of a boingy TD game, but then what do I know? It took me a minute to figure out what I was doing, especially with the Essence collection, but once I did, I spent far too long playing this. You do reach a point where you’re basically untouchable, but that’s my jam :) Great music, love it.
Really creative game you've got here! I only made it to wave 5! It's really fun. Good job everyone!
I love the art of this game I have never seen more menacing cubes and pointy things. I played up to round 62 and stopped because I think it just keeps going? Was fun, Though I ended up becoming immortal because none of the bad guys could get through a wall of turrets.
Now that that is out of the way. It would help if there was some sort of guide to where the turrets were going to spawn maybe a indicator of how much power you had (could be as simple as a bar 1 to 100 next to the power bar.) also I think the shot is different if it is gaining power or losing power. Not sure on that but it seemed like it, hard to make the same shot twice in a row so unsure.
All in all I liked the game and the shooting the turrets and having them bounce around was funny but probably not a good way to deploy them in a tower defense game. Thanks for the submission. Have a good day.