Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is a really fun take on the scale concept, one thing i love in games like kingdom rush is how, over time, the level itself changes and forces you to reorient strategy-wise, and this takes that concept to the extremes. being able to sell towers at-will also really plays into that concept, although rn it is a bit too easy to just sell everything and re-build every time the base fractal grows, maybe making the waves come at a timer if you dont summon them would fix that?
Having different sized towers overlap is also a really fun concept that i havent seen done before.
The one unfortunate issue i have right now is that the small towers become irrelevant at the end, being very weak and low-ranging compared to their cost, maybe adding in more smaller enemies that only they could deal with could fix that?
Aesthetics-wise i really like this one, the enemies are maybe a bit too simplistic but the towers are all very varied in abilities and aesthetics, and it all melds together very cohesively. The neon aesthetic and different colours reminds me a bit of enigmata: stellar war.
Id love to see how you could flesh out this concept, and how insane the scaling could become 10 layers deep.

(1 edit)

Thanks for the very in depth review!

The selling was a last minute addition, originally there was not meant to be a way to manage placed tower but I've had many requests for the ability to move them. In lack of time I found it easier to implement selling at full payback as it is effectively moving (but it has the unfortunate side-effect of letting you convert small towers into big ones). Later jam polish is definitelly seeing the selling gone in favor of moving. This obviously had a detrimental effect on the difficulty scaling of the later waves as they were not properly rebalanced to account for the selling, but I favored polishing the concept over more playtesting to get the right difficulty.

Later towers having a limit of what levels they can target is there to encourage the use of the smaller towers (the Marker being a big AoE tower that *needs* smaller towers to trigger the marks also plays into that). I wish I polished the concepts behind the towers themselves better but in lack of time I had to rely on ideas that are simpler to implement, we'll see what will come of them in the post-jam polish from all the feedback I've been getting.