Was it on Progz stream? Or did someone else also check it out on theirs? Would like to know. <3
Quinten
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At this point I'm unsure if its possible to make a web game that you can't exploit in some way :D
Thanks for the spinny gif, we kinda still needed that xd
Warlock was cut in the last 2 days, there's some code for it left as it was easier to comment out its keybind than removing all references.
He had repelling blast as a support ability, knocking away all enemies from the tower.
But I guess looking at the bind value and seeing him referenced in code might be an easter egg in itself? :D
Am a bit surprised you didn't try hack in via the upload function xd
Thanks for playing!
We try to make sure our CSS works across all browsers & platforms, by testing on base Chromium, Firefox and Safari Mac&IOS.
Do really like the idea of crew banter happening, we might look into that. We don't really have a dedicated writer, but Yutami did a great job with the intro sequence.
I passed the music / sound question on to Ethan, as it's less my expertise.
Thanks for playing!
To answer your questions:
When the tower gets attacked your character gets adrenaline rush, buffing their ability. Wizard sprays fireball, witch has no cooldown on her frogbombs, and succubus has way more hearts and charm chance.
Wizard is mainly single target DPS ,whilst witch is meant as crowd control by turning enemies into explosive frogs. Succubus is support by charming enemies into attacking each other.
You can upload a custom map with a high tower hp from the main menu to test stuff out, I posted an easy mode map in the discord <3
Me when getting to the last level: "wait I can choose what the guys do" xd
Reminds me a bit of old Fire Emblem, I like.
UX/UI can use some work though, as people mentioned a proper tutorial, volume & control settings, and "who am I vs who is the enemy" + and don't make people go through the credits & intro every level would be a few huge points to tackle.
Besides that, the music is great and you did a nice job with the art too. <3
Thank you! Happy you noticed my lil' wobble programmer art dudes :D
I posted an easy-er mode in a few discord such as the 1 bit & my own, Feel free to share your map too :P
It's a really fun challenge to make a game without a game-engine you have to make a lot for scratch yea, but once you get the ball rolling there's almost nothing you can't do. <3
Thanks for playing!
For the shortcuts do check the options and try setting the buttons manually, not all keyboards are made equal!
My AZERTY tells the browser it's pressing & é " instead of 1 2 3.
I also sent you a more easier version of the campaign you can try out by uploading it to the main menu.
<3 Hope that helps :D
> I will try the patched version as well!
Awesome, I'll ping this comment when the update hits, (if thats possible still) it'll be mentioned in the Discord for sure.
Water / Bricks can be a runtime killer if you didn't invest in boats :P
The lighthouse art, boats & villages got done by Cel. I'll forward the compliment to him :D & Fog VFX overlaying it is done by me.
Gratz on beating the game in spirit!
Hope you enjoyed it as much as I in making it! <3 Working on a from-scratch Javascript engine is a challenge for sure, but its super rewarding in the end, and each jam the workflow improves.
There's a small 1 line variable typo that you need the 500 coins in the boat instead of the lighthouse sadly., got this mentioned in the Discord.
Never caught this in testing as I always put in my coins last thus triggering the cutscene condition when closing the UI. XD
Already fixed that in the patch that I'll post as soon as editing opens up!, Also been working on the general flow, as you mentioned the really slow start, making the first boat faster; but at a lower capacity. Stuff like Z-indexing on boats & having a button to select a stuck ship is also ready for to get posted :D
Edit: There is a small final dialog with sfx & showing ur final time for the leaderboard.
Thanks for the additional feedback means a lot to me!
> “Current Objective” in the UI or pause menu,
This is something we haven't thought about yet, but it looks like a great idea we can add to the game!
> be able to move your camera downwards the dialog can get in the way
In earlier builds we had the dialog be forced so it was not an issue, but that felt horrible gameplay wise so we disabled it. We will see if there's a way to make the buttons not clip behind it.
> it’s comfortable to play
That's the goal! I'm not much of a "pro gamer" myself and usually do reviews /& lots of Discord chat, I know it's not meta for jams, but.. This is a type of game I really like playing.
> going to the left can be hard since you have the item table over the arrow.
I'm looking into redoing that entire top-left overlay to be more accessible & less overflow-y.
> it can get tiring for the hand/finger, so would be nice if you could put a number and buy/pick that amount,
Here I was thinking of adding a Terraria-like "hold to keep buying / selling", that should work nicely I think :D
As of writing you hold the #2 leaderboard spot gratz on that!
Thanks for playing!
> but you are not really told what supplying will acompish which seams fishy
You supply the lighthouse with 25 of each material & 500 coins in preperation for the storm, this is the "win condition" of the game, It'll list your completion time when you do. Had bigger plans for it but scope creep & time got the better of us.
> I would love a fast forward button
We were thinking of making the first ship way faster & hold way less cargo so you can get a 2nd faster boat more easily. As soon as you hit 4-5 ships there is almost no waiting time / downtime anymore.
The team and I will continue making cool engine-less Svelte/HTML Typescript/Javascript (S)CSS web games :D
> I'm sitting almost blowing at the screen to make my ships sail faster.
Had me laughing a bit ngl, We had to slow down all boats a lot because there was no point in buying more boats.
But in hindsight we should have given the player the ability to get a 2nd boat sooner as this speeds up the game exponentially.
Theme wise is purely subjective interpretation, we have more of a "calm after the storm" lore-wise, but a new storm is on the horizon, so it became the new "calm before the storm" where you prepare the lighthouse keeper for the upcoming storm.
Thanks for playing & the feedback <3
The map design is made by doing flood simulations on Europe ( 700m to be exact xd )
Developing games without an engine just using webtech has a lot of challenges but also a lot of perks, it's a great time :D
As of now story hints you need 25 of everything & 500 coins to complete the game, but I agree this should be displayed in some other way too.
Thanks for the feedback :D
Thanks for playing!
Our current idea is to lower the first boats capacity and double its speed so you can get to a multi-boat stage of the game way faster.
I have never played Rimworld would have to look into its speed mechanic, but a speedup mechanic might be possible. Would just need a way to properly integrate it without the game being "1 boat-able".
Thanks for the feedback <3
This jam we tried to focus a lot on story & interactive tutorial as this was lacking in my previous 2 jam games.
I also agree the artists Cel, Ducky & Tibs did a wonderfull job with the artwork!
The game speed goes up exponentially with more boats, but to balance it out we think a future update should make the first boat a lot faster but significantly lower it's capacity so you can get a 2nd proper boat faster.
We are continuously looking to improve our engine-less gamedev craft :D
The hitbox on the ship is pretty generous you can click around it and it should select too.
You can click the ocean & press TAB followed by space to force select it again.
The post jam patch will have a proper way of unstucking boats & will try adding ways to prevent it from happening in the first place :)
I won't pretend I'm any good at rhythm games but did end up finding out that there's no penalty for spamming Q!
Was a bit confused when pressing A it just quit to main menu again for me, Q seemed to be the correct button to use, would not make them so close though, made me restart a few times by accident!
I did really like the music with the real-time instrument changing based on the customers present. Might try something like that in a future jam myself :P
Aze-qwerty issue's & my inability to do any rhythm aside, it's a very pretty game, gratz to the artist!
Also liked the text-effects on stuff like text effects when hitting perfect nodes too :P the few times I managed to get them.. xd
Also good job on the itch page simple, clean and easy to look at / read.
I really like the art-style on this one, very fun style!
The game-play was innovative too, being a sword-smith, making swords to fight off the mob :)
One thing I would suggest is up the time you can have things in the furnace for, I never was able to use both at the same time. Also during the start give an infinite time for making your first sword, that gives the player some time to figure all out, before they get attacked.
Music was chill, overall the game has potential.
Good job!
This is a fun little creative tower defense game where the enemy is a snow storm of all things!
I love this concept :D Some items like the fireball sprinkler felt way more OP / worth it than others but I did still really enjoy it! Did think the music got a bit repetitive after a while but you did add a slider to mute it and just relax & electrocute some snowflakes! ❄️⚡
Good job!