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A jam submission

Blob TDView game page

Tower defense where YOU are the weapon.
Submitted by jSpeak — 10 hours, 37 minutes before the deadline
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Blob TD's itch.io page

Judge feedback

Judge feedback is anonymous.

  • GDD: GDD seems somewhere good, but it could use some bold for titles and sub-titles, so it is easier to overview. Also add some images and colors to the GDD, so it gives more context to the subjects within the GDD and more interesting to look at. After all, the investors (the typical readers of the GDD) could get a quick sense of the game concept by simply looking at the images in the document. If I had to nitpick; add the development timeline as it showcases transparency of the game's state and progress. Game: Perhaps use "Press enter to play" than "Press start to play" on the main menu. The game 100% need a tutorial since it took me couple of restarts to figure how to play properly. I didnt realized I could move with WASD until I looked at the GDD. once I put them down, they stand there for good. It would be nice to move some of them around around. A pause menu would be good for changing volume and settings. Cool concept!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1nozDd0eJWHGnvi6h4fijXlvLHK_4ZBuICylg37t-OLY/edit?tab=t.0

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!
Blob TD a classic tower defense game where YOU are the ammunition for all the towers. Prepare for action, crisis management, and maybe a hint of power tripping.

Controls:
Use WASD or arrow keys to move.
Use the mouse to interact with the side panel. Drag towers with your mouse from the side panel onto the map.
Cannons: Load up with spacebar or E, aim with your mouse, and hit spacebar or E to fire. Hold Q to pump the brakes in cannonball form.
Blobapults: Load up with spacebar or E. Hit spacebar or E to launch. Control with the movement keys while in flight.

Please explain how your game fits the theme:
'You are the weapon' - YOU are the ammunition for all the towers. You'll be launching yourself wildly, and maybe a little uncontrollably, all over the map to defeat the waves of monsters.

Is there anything you'd like the judges to pay particular attention to?
The cannons are the real meat and potatoes of this game and are in the best place balance and design wise, so I would recommend focusing on them.

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted(+1)

A fun little tower defense game! The music and sound effect is nice, and the art is really simple and good.

There are several things I really enjoyed in the game. I really liked how the player (the blob) can body block and interact with the enemies in the map. I don’t think there’s many TD games that even have this as an option, so it adds a unique feel to the game. Though there are some scenarios where it seems bad, as too many times I find myself just permanently making the enemy stuck in a corner and make the wave too easy. Perhaps a way for the enemy to push through you the longer it’s stuck would be great. I also like that towers can be placed anywhere, instead of having fixed tiles, this adds a lot of depth and strategy to the game, as it makes every playthrough different in terms of tower placement. I also like that the player is added in some attacks, like the Cannon literally shoots the player at the enemies.

I have some issues while playing this game. Firstly, when the game starts and the player is asked to Press Start to play, you gave 0 direction what the player is supposed to press. You can only press the “Enter” key to even start the game, yet there is no indication of this anywhere.

The game also lacks a tutorial, which makes the initial learning and understanding of the game quite difficult. While I like the upgrades being beside the tower, being able to left click to select placed towers to upgrade them there would be good. The lack of an ability to sell or move towers also makes it so planning is extremely important.

The towers are too dependent on the player. While you added an amazing mechanic of letting the towers be placed anywhere, the small range and the fact that 2 of the 3 weapons require the player to be used, makes the mechanic seem a little forgotten. As most tower placements will be condensed to a small area, so that the player is in range of all of them. The base shooter tower is quite literally useless if you are not nearby to reload, and with the cannons and blobapult shooting you onto the enemy, unless you’ve upgraded the reload range, more often than not, the towers have no ammo. This forces the player to build and play in a small area of the map, as placing additional shooters out of range seem quite horrible. If you walk to reload a tower behind and the wave has not ended, the new enemies that spawn do not get hit as the tower in front has no ammo.

The difficulty scales really high really quickly, and enemies become more or less immune to the shooter. I get that the cannons are the main focus, but it makes the other 2 tower seem a little useless, especially the shooter. While the blobapult doesn’t do much damage, the lingering slime makes it really strong as well.

The dragging of the towers to place them, could also have an addition where you could click to select the tower, and click to place it down, to make it easier for the player.

While the map design was really nice, the fact that the player has to play in a small area or chokepoint makes it so the player doesn’t really experience the entire map.

The core gameplay mechanic, as well as the concept are great! But the game needs some balancing to bring out it’s great design. Great job for a prototype for the game jam!

Developer(+1)

Thanks for checking it out and thanks a lot for the detailed feedback!

I definitely agree with a lot of your points. I think pressing enter to start the game makes no sense and a little bit of tutorialization would go a long way.

Thanks again! Glad you enjoyed it ^^

(+1)

Cool game. Took me a while to understand what was going on but once I did I had quite a lot of fun. Not being able to move or sell blobs kinda makes it difficult to survive later in the game if you made mistakes very early on. But overall I like it.

Developer(+1)

Thanks for playing and thanks for the feedback!

Submitted(+1)

Really fun take on the theme! It took me a bit to get used to the rhythm of getting into the cannons but once I did it was quite fun! I love TD games, especially when there's a twist like this. It could be cool to move cannons after placing them but it wasn't a huge deal. Lots of potential here, great job!

Developer

Thanks for checking it out! Yeah I'll be adding a way to move towers after I can post an update.

Submitted(+1)

Congrats on completing the jam! This was a fun little game :) I liked the blend of pinball and tower defence. I got to Round 15.

I really liked the canons and shooting yourself out as a pinball and bouncing around. It felt good to squish and roll over a bunch of enemies. The idea of the catapults were cool, but I had difficulty moving my guy around - maybe because I was using keyboard and it would be easier with a gamepad. I would've also liked the catapults to do a slow down or a damaging residue earlier in the game - they didn't do too much damage so i didn't use them and didn't realize they had a slowness upgrade until later because it was blanked out.

The enemies were cute, and felt appropriately intimidating - things ramped up pretty well. At the start of the game I didn't know where the start and the end was - might be good to make that more obvious.

The map design was well done - each tower could show off it's capabilities well.

Otherwise some ideas you could play around with could be building a pinball board and needing to direct your ball around to defend against the waves with maybe more than one goal. I feel like it would be more fun to have to shoot the ball across the map to reload the towers than to stand there and reload. Basically, more movement and more ball shooting would be fun.

Great job!

Developer(+1)

Thanks so much for the kind words and the feedback!

I definitely agree with the bit of feedback about slow being available sooner. I was actually tossing around the idea of having blobapults start with slow and removing damage from them entirely and making them a pure utility / mobility tower with a focus on slowing enemies.

I also was thinking about embracing the pinball aspect a little more with the map design. Currently, you really need to upgrade cannon range and projectile size in order to keep the ball going, but I think I might add some bumbers or something on the map that can keep the ball moving before you have those key upgrades.

Thanks for checking it out and thanks for showing it off on your stream ^^

Submitted(+1)

One of the more creative entries I've played. This was really great! I'd have loved the ability to move stuff after placing it, but I managed okay without. Turns out there's a lot of depth when you have to deal with your own placement, too. I think that the turrets themselves are a little underpowered early game for how much nursing they need... but it was just a lot of FUN using the other two, too. Great job.

Developer

Thanks for the kind words and feedback!

It seems like there's a big demand to be able to move towers so I'll probably add that in. I agree the gooshooters require a little too much baby sitting. I think giving them more base ammo might be a good change. One of my goal was for the players to find ways to keep them active without necessarily having to babysit them too much, but with 3 starting ammo it's a little hard to do that.

Submitted(+1)

Really nice way to involve the player in the gameplay more than a typical tower defense! And the blob art is great :)

Developer(+1)

Thank you so much!

Submitted(+1)

Cool concept, just a little rough around the edges. Would like to see an expansion on this idea. Especially with the cannon mechanic. The biggest challenge I see is balance  or how do you manage a map of towers. Maybe a different style of map?

Developer

Thanks for checking it out!

Submitted

yeah of course! keep it up!

Submitted(+1)

Not being able to place new turrets or moving existing ones around during play is kinda annoying, when that one enemy goes beyond your turrets range with a sliver of health and you just have to forfeit or wait the wave out.

It tried it with the catapult, but it is kinda hard to controller where you land and deal damage.

The main mechanic is fun, reminds me of other tower defense games where you as the defender have a more active role.

Overall a fine tower defense game, could use some interesting variations regarding enemies or types of turrets.

Developer(+1)

Tower pickup is definitely something I'll need to add. Probably for a small gold cost. I think being able to place towers in the middle of a round is definitely a good idea.

Thanks for checking it out and thanks for feedback!

Submitted(+1)

I love me some tower defense. The interactivity during the waves is a good mechanic, I think it starts off with enemies that have a bit too much HP. And also I was slightly confused that you had to drag the tower from the bar over. Nice work

Developer

Yeah it definitely needs a little tutorialization  with the controls. Thanks for playing!

Submitted(+1)

Nice twist for a tower defense game! It reminds me of dungeon defender in a way that the player was directly on the game scene. And being the bullet itself too is very interesting. Sad that I can't be at more than one place at once as something needing to stand there to do something seems like a bit harsh. Or maybe just make the player character move quicker, I don' know. Also, please let me remove turrets, putting in a wrong turret it's stuck there forever sucks.

I see the game is in a very early stage but there is definitely potentials. Keep on the good work!

Developer

Glad you liked it!

I have plans to eventually add the ability to pick up turrets for a small gold cost.

For needing to stand next to your gooshooters, I had specific ideas for how the player could discover interesting strategies where you could keep them loaded without needing to sit there idly, but I'm not sure if it's the most intuitive thing for the player to discover. I'm sure I can make improvements here.

Thanks for checking it out and thanks for the feedback!

Submitted(+1)

This is so cute! I really like your use of you are the weapon theme in this game!

Developer(+1)

Thank you!

Submitted(+1)

That’s a very interesting concept! I like how the towers and upgrades complement each other, throwing yourself from one to the other, particularly how the blobapult allows you to go over walls. You can make very fun combos running and throwing yourself all across the map.

Developer

Thanks for playing!

Submitted(+1)

Super chill music is a must for TD games, good call :D Loved the take on the theme, and I'm a sucker for TD jam games despite being terrible at them. I had a bit of a tough time running around and reloading after rounds bc I put my blob launchers in dumb spots, but that's a "me" problem. Game was well executed and polished, nice job!

Developer

Thank you!

Submitted(+1)

Very cool, I forfeited the first few waves cause I had no idea what was going on but was fun once I figured it out. Putting a cannon against a wall and spam firing seems like the strategy 100%.

Developer(+1)

Thanks for playing! Oh yeah, cannons are completely outrageous lol.

Developer(+1)

I'll fix the wall spam when I'm able to update the game. It's a little degenerate lol.

Submitted(+1)

This game is so cool, I love the music and the game concept! It’s really hard! I find myself wishing I could move my structures as I learn new strats.

Developer

Thanks for checking it out! Glad you liked it. Yeah I might add some feature to let you move towers around, but I also kinda like how those decisions become important. I imagine picking up a tower for like 100 gold could be a good compromise.

Submitted(+1)

Played for ages, it was super addictive and I made it to round 36! The cannons were especially fun with the Blobcatcher upgrade, bouncing off walls to spam shots. Placing two cannons at a choke point and cycling between them was a great strategy. The Blobapult with infinite slime duration was a bit overpowered, it felt a bit like a juiced up version of the perma Spike Factory from BloonsTD the way you could stack it. Overall, excellent use of the theme, great gameplay, and fantastic sound effects with some really chill music!

Developer

Thanks so much for checking it out! I'm glad you liked it. Yeah the blobapult is definitely in a weird spot. I just ran out of time to get the balance and design in a great place. Cannons are definitely the most fun at the moment.

Credit for the music here: https://opengameart.org/content/next-to-you

Submitted(+1)

Made it to round 15. Very well implemented tower defense! I tried to focus on upgrading the first unit. Really good job!

Developer

Thanks a lot!

Submitted(+1)

TD games lover here. I just spent a lot of time playing the game, like literally playing it, not for reviewing purposes, not for playtesting, no, actually playing and enjoying it!. I love the  idea of the player character being the ammo for the towers and brings a whole new layer of strategy to the game. The styling is super cute and right up my alley, me music is super cozy and goes well with the game. A larger variety of towers , enemies and map layouts would of course benefit the gameplay immensely but as a GameJam entry this amount of content is great. Would love to have some more movement options for the player character like also bein able to upgrade movement speed or unlock skills like a dash or a teleport to help getting to other towers quickly.

Developer

Thanks for the kind words! I'm glad you enjoyed it ^^

Submitted(+1)

Wow, that is a very cute idea! I especially like being launched by the blobapult :D

It would benefit from some short intro/onboarding/tutorial, given it's a bit counterintuitive compared to the classic TD genre :) Also, I think the catapult and the canon should be more powerful since they require way more effort compared to basic towers :)

Developer(+1)

Yeah I think it definitely has the problem of being a little unintuitive considering some mechanics work pretty differently from other TD games. I think the cannon does scale better than the other 2. And I'm currently thinking I want to emphasize the blobapult as more of a support/mobility tower. I'm thinking maybe make the slow upgrade more immediately accessible and reduce it's damage a bit so its role is more clear.

Thanks for checking it out! I appreciate the feedback.

Submitted(+1)

Very nice :D I love the art style! The concept is very interesting :3 It took a second to figure it out but after I did I really enjoyed playing, it's relaxing and a little creepy in a cute way, great job :3

Developer

Thank you!!

Viewing comments 23 to 4 of 23 · Next page · Last page