Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Handwash MasterView game page

Tower Defence game where you have to stop a virus. Build your turrets, switch to FPS mode but watch out for infection!!
Submitted by thetodd_father — 6 days, 2 hours before the deadline
Add to collection

Play game

Handwash Master's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

5 stars from me. Really love tower defense games, and this had a very appropriate and (somewhat) comedic theme. Love the fact that you can choose to control the towers yourself. FYI the soapy reload animation is great! Nice job.

Submitted(+1)

I love tower defence games, and this was an interesting one, at the beginning I wanted a fast forward because that's what most games have but the added mechanic that you have to fix them made it so I'm more into the game, because normally I would just sit and watch. It was fun upgrading stuff, but I found that I think the money broke and I had upgraded one tower to a high enough level that I probably could go on only with a single tower.

Other than that, I really liked it, I liked the healing mechanic!

Submitted(+1)

I liked the sounds, but difficulty could definitely be ramped up as you go, a single upgraded tower was sufficient as long as you healed it. I also noticed that upgrading didn't seem to decrease my cash which probably made me get the upgrades quicker then I should have :)

Jam HostSubmitted(+1)

Cool little tower defence game! The balance is a little skewed (some nodes are definitely better than others, and cash seemed a little hard to come by at first). Interesting choice to have the city health tick down the moment one virus gets through - it definitely puts a timer on you! The idea of being able to switch between top-down and first-person mode is cool as well!

Developer

Thanks a lot! I wanted to do something a bit different than the typical city health - this way once one virus gets past your days are numbered and more viruses makes that reduce quicker.

Completely agree about the balance. I focused some time on that first turret but need to go through and balance things a lot better. Perhaps different costs for different positions and more variation in the environment so the view is different for each one (what I was going for with the raised turrets in each quadrant).

Submitted(+1)

I love that bubble explosion animation in FPS mode.

In terms of gameplay, as others have said, increasing enemy difficulty would be nice; but in terms of Art Game About Proper Pandemic Procedures, it really struck me how easily the viruses could be held back with one upgraded sanitizer and proper social distancing - and how quickly the infection got out of control if the social distance wasn't there.

(By the way, I experienced the same bugs as others did - both the cash bug and the negative enemy numbers.)

Developer

Thanks a lot for the feedback. I'm glad that somebody got to experience the lack of social distancing leading to things getting out of control!

When the cash was working, I had hoped that starting off with a small amount of cash would have led to players having to make more strategic about if they were going to upgrade or build a new turret somewhere else. Perhaps if I revisited this I would put a limit on how many times a turret could be upgraded, random or semi-regular increases in enemy stats as the game goes on or other limiters such as turret ammo. I toyed with the idea that the turrets would have their own ammo and the player would have to jump in and reload it manually.

HostSubmitted(+1)

You mentioned having to reload manually.

You could make it work like an idle/clicker game! maybe you need to reload manually at first but an upgrade allows it to reload itself. So that's a tradeoff that you make. Maybe you could also have it so you collect the DNA from the virus to get cash rather than it being automatic - and that's something else you could upgrade to automate. Just a thought :)

Developer

Oh! Maybe the DNA is dropped and you have to jump down from the turret to run and collect it :D

I like the idea of manual reloading and nearly typed out in that reply a whole concept of jumping in and out to reload. Initially I was going to have the first person player be able to be infected and pass the infection around that way also, which is an idea I still like.

HostSubmitted(+1)

Good job! I think with the way the routes work there are some slots which are strictly better than others - so maybe more could be done to even out the strength of different positions - maybe height, or certain turret types could only go in certain positions, etc.

I think you could also add a bigger variety of turret types - maybe you have to choose the type of turret to upgrade to - one is faster and one is stronger - or one has a different type of attack - maybe one that slows down enemies or traps them in some way - or one that strengthens turrets near them (a reason to not socially distance maybe? to force that trade off).

Great effort for the game jam though :) I hope you expand on it!

Developer

Thanks a lot for the feedback! I had hoped to expand a second turret type - a soap cannon - which would deal more splash (get it) damage. I get what you mean about the slots that are better. One of the comments from the mini-showcase made me think about that first turret a lot so I built up the terrain a bit more. I had hoped to put in more scenery which could be very tactically placed such as rocks, boulders, trees etc. I had also planned on having certain nodes cost more or have to be 'unlocked'.

I love the idea of forcing the break in social distancing! I'm intrigued by that so I may add that in when I revisit the game.

Thank you very much for the game jam, it has been a lot of fun!

Submitted(+1)

Really liked all the sounds effects and background music for this, it gave it an intense atmosphere! I like the FPS concept too but didn't use it much. I think the enemies should get tougher as the levels go on (as well as having more of them) as I found that one upgraded turret could deal with most of them.

Developer

Thank you very much for the feedback! I only realised this morning I should have increased the enemy stats per 5 or 10 waves to make it more interesting. 

Submitted(+1)

This was good - I really liked the concept and general mechanic, it really fit the current situation! FPS mode was a bit disorienting at first but worked well; perhaps a future/alternative iteration would give you a bonus or benefit to manually controlling the turrets: maybe a special move (explosives that take out groups of viruses)? I loved how the handwash dispensers got fatter as you upgraded them.

Developer

Thanks a lot for the feedback. I love the idea of exploding ammunition. If I had more time I was going to implement a second turret - a soap cannon.

Submitted(+1)

very nice! I like the concept of being able to go in and out of FPS Mode and it felt like a good trade off between extra fire power and more complex controls. I found that the tower upgrades didnt use my currency but apart from that it felt solid. One thing that might have helped is if the fps mode started looking in the direction the tower was facing as i felt a bit disoriented going into tower mode. Overall great work though :)

Developer

Thank you! The cash bug is interesting as it was working beforehand - I did change a few things around at the last second and must have missed it. The FPS cam definitely was spawning in the correct orientation but I must not have set it up when I put in the new turret model. Thanks a lot for the feedback!

Submitted(+1)

Usually I suck at first-person shooters, but I got the hang of this game pretty quick. The FPS mechanic is a nice addition, but not really critical to the game. I liked that the bullet count and reload timer persist even when you leave FPS mode and come back - no glitch to exploit there. Excellent job :)

Bug report: I managed to make the "enemy count" go into negative numbers. I suspect I was killing them before they crossed some invisible boundary which counts them as active.

Suggestion: In FPS mode it would be nice if we could reload before we run out of bullets.

Developer

Thank you very much for the feedback! I was trying to get the FPS mode as a way to turn the tide if you got overwhelmed but without making it too OP. If I had more time I would have balanced this more. 


What a bizarre bug! I'll have to put in a check before it reduces the amount.