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Suits TD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #36 | 3.323 | 3.323 |
Fun Factor | #42 | 3.097 | 3.097 |
Originality | #43 | 3.419 | 3.419 |
Audio | #44 | 2.903 | 2.903 |
Visuals | #67 | 2.968 | 2.968 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video Game
Was your game made solo or in a team?
Team. Stated in Game Description.
Did you use any third party assets, if yes what assets did you use?
Unity Assets. Stated in Game Description.
Did you choose from one (or more) of the optional secondary themes?
Arena
Does your game contain 18+ content (Nudity, Gore, Language)?
Not 18+
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Comments
Nice job! It would be nice if mech and turrets would target the closest enemy. For some reason, my mech kept shooting enemies further behind it and letting other enemies attack it.
Thank you, hope you enjoyed the game. I had a tough time getting targeting to work as well as it was. In Unity, I'm using OnCollisionStay, which triggers for every enemy within the Collider. Learning how to create a better Targeting System is on my list of things to do.
a good example of less is more!
your game design is solid and the assets are beautiful too.
found controls a lil hard but Ill be coming back to it to see how far I can go.
Thank you, glad you liked it. I could only make it to the 3rd wave in endless before getting overwhelmed. The numbers ramped up much more than I was expecting, hahaha. Just a note, you gotta hit "P" before the Final Wave ends, else it'll load the Game Win screen. There will be a monster noise when you hit "P" and it can be toggled off if you hit it multiple times.
Cool game! At first I was a bit scared that it would be too complex for me but everything works fine, and you learn how to do things while playing.
Awesome, glad you liked it. Tried to make it simple to understand.
Good work with the game, the UI for buying TD objects is nice, and I quite liked how the mech animation is setup with the subtle slow down as it reaches the destination. Maybe that's just default, but it looks cool.
Too bad you couldn't implement/balance everything you were hoping, but good job on having a playable finished entry! Some feedback you may not have gotten yet
Overall good work for the jam! Keep on devving!
I appreciate the kind words. Glad you enjoyed the game and the Mech.
What screen resolution did you use? I'll have to look into screen resizing. My canvases are supposed to fit the screen but I know I was having a tough time getting the Start and End Screens to fit properly towards the end.
I do feel the bugs are a little far but not too too far, I can bring the player base a bit closer but I do like the player watching the bugs come at them from the distance.
Haha, the walls were rushed. I was setting them up at the final days and had a tough time finding something I really liked... so they are very scaled up rocks. And I didn't limit the player camera either.
Guess I didn't explain how to get into Endless Mode properly. You have to click the button before the game ends, then instead of ending, it'll continue waves. T'was another last minute add and scales wayyyyyyyy too fast.
For screen resolution, I'm on 1920x1080. Attached below is what it looks like in full screen (scaled down to 0.25 to not be so large an image). I noticed when I start a fresh game in full screen, it looks good. But at some point after I start, it changed to this. Is this some sort of dynamic resizing code you have?
Good point on watching the bugs. If the wait time during buy phase is skippable, they probably don't have to be pushed in as much.
I'll have to look into how to test for different resolutions. The Canvas which holds all the UI is fitted to the player camera. So if the resolution changes, it changes and the pieces inside that Canvas shift as well. I was having problems the last day getting the scaling done right and it was acting weird. Even in my browser, it cuts off the top and bottom little section of the UI picture but all the gameplay elements are fine. Thanks for the attached screenshot.
Adding a skip button should be pretty easy, I'll jot that down.
Great job, I had a lot of fun with this! My favorite part of this game was how the player also controls a mech that can move around freely, so they can keep engaged with the game during the enemy wave phases rather than the game doing everything for the player, turning it into an idle game. It was a lot of fun and kept me intrigued! I also like the colony farm aesthetic, it was really unique and gave the game a unique personality that I really liked.
One thing I will note is that the game is a bit confusing at the beginning. I thought the roads in the colony would be where the enemies would spawn and move along (as is with most TD games I'm used to), so I placed way too many turrets along them until I realized the enemies spawned in the other direction.
This was still a lot of fun and all of you did a great job with this game!
Thank you, glad you enjoyed the game.
Damn, I didn't even think about if players would wonder where the enemies would come from. I do plan to have a forcefield/barrier that's acting up where the bugs are spawning from.
It took a bit to figure out how things worked, but once I got the hang of it, I had a nice time. The game is a bit easy due to how you can kinda cheese the enemy by placing a bunch of walls around the generator, but it was enjoyable none the less. I do think the game could use another pass for sound balancing to even some things out though. Nice work here.
Thank you, glad you enjoyed the game. I would like to add an enemy that specifically targets walls and change up the economy. I'm not sure why but when the enemies spawn, their sound is too close to the player but when the camera moves, it goes back to normal. Sounds are mostly controlled by a spatial bar but this was the first time I used it. I'll have to look into that more.
Did you have any specific sound that was off to you?
For me, it felt like the sfx and the music would be fighting for control, usually towards the start of the waves. You actually listed the issue yourself, so you're already ahead of me there.
Thanks for the reply. It can be tough to pinpoint things.
It's so cool seeing a TD come back to its RTS roots! I like how the player is able to control the robot. The resources were pretty limited, but spamming turrets seemed to do the trick.
The message about cooking dinner right after the bug invasion was amusing, haha.
With a bit more options for things to build, variety, and polish, I could see this evolve into something really special. Good job!
Thank you, glad you enjoyed the game.
I have plans for tweaking numbers and polishing a number of things and adding even more.
The dinner message tries to convey a sense of normalcy for this incident to the player and that it has happened often and it's just another day for the townsfolk. While the size of the wave isn't common, the bugs have always been a nuisance.
I liked the music and the game giving you a big open field to create a maze of turrets. Walking around in the mech was a nice touch as well.
When the barrier opens and a huge horde of enemies begins cascading towards you there's a real sense of "oh s**t" every wave.
Needs some work, but you have a really good basepoint for a game!
Very interested to see the future of this!
Thank you, glad you enjoyed the game. PallasPalace did a great job with the music.
I wanted to add affects for when the enemies spawn so there would be a forcefield that would crack at those locations but I didn't have the time. And I do have a list that's growing from the comments of tweaks and things to do to improve the game :D
Not huge on tower defense games or RTS games so I can't say much but this is kinda neat. Being able to reposition my mech is interesting compared to most other tower defense games.
Glad you were able to enjoy the game even if you're not typically a fan of the genre. :D I plan to add more to the player mechs, like extra classes with different play styles and skills to vary up the experience.
I liked how this game immediately gets you invested with the 'protect your family and farm'-setting. It felt a bit sudden to be thrown straight in with a ticking clock though. I mildly panicked and tried to buy turrets (though I didn't have the money for that obviously) while also struggling to figure out how to control things.
Once I got the hang of the patterns, navigation and mechanics it became enjoyable. I really appreciated the anticipation of seeing strange creatures approaching on the horizon, it really added to the atmosphere of the game. More varied defenses, enemy behaviors and a bit more resources to spend every round would make it even more engaging.
All in all I enjoyed it! Nice!
Glad you liked the game annnnnd that it startled you a bit, just what I wanted :D
I do need to tweak more numbers and have plans for more enemies, turrets and many more things. I have a big ol' list and these comments from everyone are adding to the list :D
Fun game, feel like you should maybe earn a bit more money for some of the waves you have to face though.
Glad you enjoyed the game. I wanted the player to have a sense of horror and dread, so I kept resources low. Originally it was even lower and too difficult, haha. Will continue balancing and adding more turrets and enemies.
Fun game, could do with some balancing and having some more definite lanes for the enemies if you want a more traditional TD experience (if that's not what you're going for though I understand)
Glad you liked the game. Def needs tweaking. I thought about lanes but don't want to restrict the enemy movement too much, so it's a difficult decision. Lanes typically also mean multiple targets too. But how do you make a farm look "normal" with big ol' walls for lanes? I'd like to increase the player wall width, so they have more options to create their own. Might let players build X amount of walls from the start and not purchase additional ones. Then the player can create their own Maze/Funnel System. I wanted the player to feel more starved for resources but I originally had resource generation lower and the game was too hard. So changing enemy speeds, enemy health, bullet damage, Rate of Fire was all lot to tweak and I was trying to do a lot of that the last 2 days. I don't want this to be a Traditional TD game but need more time to fully flesh out the design :D
Love the idea of mixing RTS and Tower Defence, even if the economy isn't perfect because of that. Some good design and I liked the idea of this being based based on a farm and its just being a usual day.
Main issue was the shop menu, it was kind of uncertain how it worked at first, the dialogue boxes right at the start did not help but I got the hang of it after two waves. Wouldn't mind seeing the game be expanded upon, would love to see more unit variety, etc.
Thank you and glad you enjoyed the game.
Yeah, the economy does need to be reworked. It was one of the last things I was implementing.
I should've added more dialogue to explain to the player how the economy worked but I also didn't want to have too much text at the same time.
Good game, although the camera controls were hard to get.
would love to see it expand with more weapons, mobs, etc
Thank you and glad you enjoyed the game.
I have plans for adding more weapons, mobs, classes and much more. Learning as much as I can to build better games.
Nice take on the tower defense genre mixed in with a bit of RTS.
I like the overall concept here, and gameplay wise i really liked the fact that this is a more active game than the classic tower defense formula, the idea of the mouse controlled mech that auto fights whatever’s near it like an RTS unit is also quite a good idea.
My main issue is the camera perspective, while i apreciate the amount of control you give on it to move around and rotate, i feel that this sort of gameplay needs a bit more of a top down camera angle to get a better idea of what’s going on. the floor marker for where you point your mech to is a nice Qol element though as i feel it wopuld be almost impossible to play without it with the current camera angle you chose.
Other than that i still liked it, the in between waves shop is neat, and it’s cool that it starts you with enough to at least buy 1 turret from the get go, with more items available you can have yourselfe quite a game already.
Keep up the good work, you did well ^^
Thank you, glad you enjoyed the game.
I wanted the player to be able to see the enemies on the horizon as they approached but also not be top-down. I can improve upon the camera and add the ability to go from a over the shoulder to a top down so that players can choose what they want.
I have a lot of ideas for the game, like extra turrets, more playable classes with different weapons, skills for the player to use, upgrades, etc.
Sounds great, i think letting the players choose the camera angle could be the best option here :)
This is an interesting defense game and one where you have to control a slow mech in order to defend against the spider/bug mechs that intend to harm the generator.
I'll admit I'm not used to the camera controls at first due to the WASD and Q and E rotation being things I'm not accustomed to. Its definitely a a game that, with polish, would really elevate the entry.
Though I must admit that the UI for the design and the way you have to use the camera leaves a lot to be desired. Personally, it be better for the camera to be affixed to one location and have an easier mech position movement control. Purchasing things wasn't very clear and your earnings are fixed to $2 per wave round, which limits your building options (which are only 2). It felt like it lacked variety in terms of how defense tower works. And your movable mech that you can control is slow as molasses which makes it a tedious experience to get through each wave/move them to the position you want.
I was a little burned out after a number of wave since I wasn't sure when it ended. But an admirable entry nonetheless.
Thank you.
Even though Camera rotation isn't exactly needed at all, I figured some players would enjoy viewing from different perspectives.
I def need additional towers and things to buy with Money and to tweak the economy in general.
I probably should've added a Wave Count and missed that.
I love the camera perspective idea and I'm totally borrowing that for another future project. Beyond that, the concept I think is great and if you were to polish it up post jam I think a few more towers would suffice.
Glad you enjoyed the game.
Here's the youtube link for the camera. There is a ton of great info to learn in it:
I’m a fan of tower defence games, so this was also very intriguing. After the first two failed attempts i found, that the walls are actually the best way for defence, you just have to build a funnel and can win easily, you don’t even need a single tower.
The only annoying thing was, that round 1 the text blocks everything and i can’t build yet (i guess at that point it doesn’t matter yet anyway) but mostly that the rounds start automatically, so i have to be incredibly fast with placing my fences + rotation, which is i bit finicky. I really would like it, if i just can start the waves myself, after i’m doing placing everything and thinking how to approach this.
Glad you enjoyed the game and thank you for your comment.
I only had a short time to add in the story towards the end of the Jam, so I know it's not the best. I focused heavily on the gameplay and mechanics. It was my first for a lot of these mechanics (placing buildings, adding story, working with NavMesh). I learned a ton and have a list of more things I want to study so my next project is even better.
My original vision for the game was to have it be more scary for the player. So I wanted them to have low resources and not a lot of time to get ready and low visibility (but the camera fog looked terrible and I didn't have time to learn volumetric fog).
That was fun. Really nice mash up between a tower defence game and strategy game. Felt great to get your mech in just the right spot and have it lay waste to a horde of bugs.
I will say, as others have pointed out, that the walls seem a little pointless as the enemies have no problem just walking around them, and it's hard to create choke points, especially when you get so few per round.
I think something that could serve the same purpose but with a bit more utility would be a "slow zone" generator of some type. That way, anything that paths through the zone could be exposed to nearby turrets for longer.
Another thing was that the mech would sometimes decide to fire at a bug that was really far away, rather than the once closest to it. It was frustrating as with the low speed of the bullets, it tended to miss those far off targets. Would be nice to have a button to reset the mechs aim and get it firing the bug closest to it.
Over all though, this is a very impressive game for a jam. I know it's not easy getting so many different systems functioning in just two weeks, so you've done a great job getting this all working and bug free (well, except for those damn bugs that keep hitting the generator🦗)
Thanks for the feedback and I'm glad you enjoyed the game. I do agree with your comments.
The walls were created really early and I didn't know how else to really change them. A lot of small changes could help and really change the experience. Like adding to the economy or getting some resources from enemies, so you could place more buildings down. A slow zone would be pretty nice, I'll keep that in mind. I do wish to improve upon this but I think I'd start a new project for that instead of modding this one. I had a vision for this project and didn't want to change it too much and get lost in a random direction and not complete the game.
Yeah, I need to study into making a better target acquisition method. Right now, there is a large collider around it and an OnCollisionStay but this is pulled for every Enemy within the collider and can mess it up. I have a button to try to null out the enemy that it's targeting but I wasn't able to get it to work right. Sometimes it would retarget and other times it would retarget the same enemy. I'm not sure what code would cost the cheapest, if creating an array of enemies within the collider and then measuring distance to each and going off that would be too costly or not.
hiiiii!
the game is cool and musics give us the right feeling of the situation.
Also, the design of the beast is awesome.
i have a problem about the economy cause i don't understand quickly how to us tourrets and iron walls but it's probably my brain fucked up x)
Thank you, glad you liked the game and the music. PallasPalace did a great job with the music.
It's not you, the economy isn't perfect and could be tweaked. The player generates 2 power a turn, so you can't get a turret until round 3. I didn't want to give the players tooooo many turrets but didn't know exactly how much to change the income vs the cost of buildings. And I let it slide because I had to work on everything else.