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Assault on Archimedes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #755 | 3.000 | 3.000 |
Playability | #804 | 3.000 | 3.000 |
Theme | #1330 | 2.000 | 2.000 |
Artistic Style | #1697 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I love the idea of this game! It has a great foundation. Its a cool interpretation of the theme and is well executed for the time frame! I would like to see some improvements to the artwork by adding more details Constructive criticism: Add a tutorial for how to play the game with prompts in game Add upgrades to the throwable objects
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
You fire projectiles at advancing enemies using Archimedes's trusty slingshot. Select special ingredients to use as ammo for added effects such as trapping enemies with bear traps, or watch as they helplessly slip and slide on your grease slicks.
Extra Notes
I unfortunately didn't have the time to implement all my desired features. Updates will include the ability to spawn in your own units such as in Age of War, as well as building basic defences to bolster your tower "Ballista, Archer Tower, Trebuchet, Archimedes's Heat Ray, as well as to trigger special effects such as lighting grease slicks with fire bombs, healing effects for your own summoned troops, and greek fire.
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Comments
This is a really nice, simple tower defence game right here! The idea that I have to use my slingshot to shoot at the enemies while dragging it back for maximum power is kind of like playing Angry Birds, except with moving enemies as opposed to pigs standing in place. As soon as the tower lost all of its health, my slingshot won't fire which is exactly how it's supposed to be but I can't stop dragging the slingshot for some reason. Perhaps a game over screen or even a key/button prompt to restart would help. Also, I noticed what the power-ups did and I loved using them. They also had a cool-down timer which is beyond crazy that was able to be implemented inside the game perfectly. This game fits this theme of shadow and alchemy beautifully, I can't wait to see more of this tower defence game after the jam's ratings have been released. Just a really solid entry!
Thanks for the input. Yeah I didn't get around to doing a game over mechanic because I was low on time, and felt implementing more game play features was more important. Don't ask me how long it took to simply get those UI buttons to disable for the special ammo. I definitely have more plans as far as more ammo types and special effects when they interact.
This is a very fun game! Both of the special shots were very entertaining and I can see a lot of possible utility with interactions between the different abilities you mentioned in the description! I hope you continue to work on it!
Thank you for your input. I definitely plan on it.
Great work on this game! I really liked that you could knock over enemies by hitting them in their legs. The background art and scrolling were very nice, and the music was great! I can definitely see potential with adding crazy effects to the slingshot projectile.
Wish I could take credit for the background art and music. The funny thing about the hook mechanic is it was completely unintentional. The ball was only supposed to roll a few feet and freeze the enemies in place. I wanted the enemies to keep walking but get pulled back against the chain for a trapped effect. But the physics was really wonky and hard to dial in so I just embraced it and honestly it's my favorite part.
This is a great little game. It was fun once I got the hang of aiming and shooting. I can see this being expanded with lots of different enemies and weapons. Well done!
Thanks for stopping by. I definitely do have plans to expand it. There were a few key mechanics that were straight cut short because I didn't have time.
I like that the enemies are physically simulated, it makes the game much more entertaining. I also like the scale of the map, that you can hit enemies from super far away if you aim well enough.
Thank you. It was my goal to have the effects combine for ridiculous chaotic effects, but I ran out of time. Glad you enjoyed it.