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Tower Takeover's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1t6DPHFuaLpxTBMFcMSIWbO4h_o-8nwVsLzk3qlBVXu0/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Tower Takeover is a Tower Defense game where the player only has control over a single tower at any point in time.
Please explain how your game fits the theme:
‘Operate’ versus ‘manage’ interpretation - The player fully controls the functions of a weapon they would normally only oversee and direct.
In this game, the player takes an active tactical role in the combat phase of a tower defense game through controlling the towers, their “weapons”.
In most tower defense games, the player generally assumes a strategist role managing their “weapons”. They build, modify and destroy towers, which autonomously fire upon enemies during enemy waves.
In contrast, in this game, the player must keep alternating between said strategist role and a tactical role. While players continue to manage towers in between waves, during waves they must control their “weapons” one at a time to damage enemies. During waves, players are prevented from adding or modifying towers, and need to use towers to aim and fire at incoming enemies to stop them. Towers that are not being controlled do not fire automatically. Moreover, the limitation of being able to control only 1 tower at a time emphasizes the notion of the player embodying said tower during combat in contrast to assuming an overseer role. This is further highlighted by how enemy visibility is limited to within the currently active tower’s range.
One therefore alternates between managing and becoming the towers in this game, instead of solely performing the former.
Is there anything you'd like the judges to pay particular attention to?
The fog of war mechanic.
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