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towergame

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A member registered Sep 20, 2020 · View creator page →

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This game is awesome! Loved the musical part, felt like Ocarina of Time to me. The demon designs are amazing as well, huge fan of them. A part of me wishes the musical segments were harder, maybe a higher pace or something would’ve been cool where you have to follow a specific rhythm as well. This game was short but sweet. Great job! :)

Nice game, I feel that the mechanics could be explained a bit better since I had no idea what the bar was until I realized it’s my suspicion gauge. The micromanagement aspect of this game was really cool, loved the little quotes by the clone AIs as I selected them after entering my murderous rage mode haha

Maybe a bit more RNG on the cooldown on the repairs would be nice, as I developed a pattern of pre-cycling through the AIs and just selecting the repair button the moment it goes down. I also don’t think the context menu between “open window” and “do nothing” was very necessary, since it just added an additional click to whatever I wanted to do. Other than that, really good, pretty impressive for your first game! :)

Glad you enjoyed it! :)

Thanks! The progression is a bit wonky, I agree, we did kinda did spend only a day on thinking about the values and the enemy waves, so it ended up feeling quite rushed. The cost scaling of upgrades definitely needs a lot more work, for some of the towers it definitely goes up too fast. The music bug was due to a typo I made when writing the SFX code last-minute, so I still feel pretty silly over that haha, basically the heart plays the enemy damage sound so many times at once it breaks Unity’s sound engine and makes it go silent until the sounds stop playing.

Glad you enjoyed it! :)

Thank you! Very happy you enjoyed the game. We spent all of day 1 and 2 thinking about the theme, we knew that we wanted to do a tower defense game from the get-go, but the poker hand mechanic came to mind only on day 2, so glad putting a lot of thought into that department paid off. :)

The game definitely is a bit hard, very easy to lose a lot of HP on some waves haha, glad you enjoyed it!

Awesome game! Big fan of the army leading mechanic, although explaining that soldiers dying does not mean they’re permanently gone would’ve been nice, since I tried to make sure they don’t die at first. The game feels a bit difficult from the get-go, but I think it adds to the charm. Feels really polished and I could not see any bugs, fantastic game!

Interesting game! I enjoyed the gameplay, although the shooting mechanic was very jank and kept shooting where I wasn’t aiming. The graphics felt really rough, but that’s understandable for a game jam game. The performance also was a bit weird, the game used 90% of my GPU and started lagging when I placed multiple flamers. The difficulty could use more balancing and enemies could do with some variety as well.

I also tried doing multiplayer with a friend, but we couldn’t find each other in the server browser. Still, interesting how it had steam integration(I could see it detect my steam username), that’s pretty interesting for a game jam game.

Overall, really interesting game, I enjoyed it, certainly is promising.

Very nice game! Reminds me of Soul Knight, which is an awesome mobile game I used to play a lot. Really love the idea, an interesting take on the theme. The weapons lacked a bit of oomph, in my opinion, it felt like I was shooting enemies with rubber bullets as it took a lot of shots from even a laser gun to properly kill them. The enemies were a bit weird as well, their range was a bit too small since they stopped doing things the moment I went to the other side of the room. The ninjas are especially annoying, as their projectiles collide with mine meaning that I can’t shoot them properly. I also wish movement was paused when switching rooms since I ran into a lot of spikes that way. But, other than the need for a bit of rebalancing, really cool concept, I can certainly see myself playing this a lot. :)

Thank you! We wanted to implement a reference sheet, but we ran out of time, but I do agree, the hands system does warrant a bit more elaboration, it’s a bit of a complex mechanic. Suggested placement is an interesting idea, maybe lighting up cards in different colours as you’re placing a new one to show where a combination could be expanded would’ve been a good way to make the mechanic more intuitive. The music-y sound effects were a moment of inspiration for me as I realised that drums for sound effects would fit really nicely with the jazz aesthetic. I am glad you enjoyed it! :)

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I am glad you enjoyed it! The balancing is a bit wonky, yeah, most of it was done last-minute at 5am haha. It is quite challenging in the beginning, I agree, I think it’s mainly due to the scarcity of cash which later on becomes much less scarce so you can afford more towers. If I remember correctly, the difficulty ramps back up around wave 40-50, so it’s worth trying if you have the time and the urge, I think that’s where most of my attempts ended up failing.

The music bug is a very silly one, basically, I accidentally forgot to put in a ! in an if statement that plays sound effects, so lasers and gas towers, which deal damage multiple times per second, cause the damage sound effect to play every single time it damages an enemy. This then overloads Unity’s sound system and basically makes it give up while the sound effects are playing, drowning out the music. You can fix this by turning the SFX volume down to 0 and the music should keep playing.

Thank you for playing! :)

I have a slight addiction to tower defense games myself, so this seemed like a really fun idea. As for the money issue, yeah, my teammate who balanced the waves mentioned that being an issue, but we didn’t have enough time to properly balance it. I am very glad you enjoyed our game though! :)

Thank you! I am very happy you enjoyed the game. :)

Very cool game, really loved the strategy aspect of it, thinking up ways to be able to go from anywhere to everywhere and distributing people was tons of fun. The game is well polished, it plays like a finished, complete product, which is very impressive for something made within a week. I do wish the game was a bit easier to get into as I had no idea why it was complaining at me trying to move places at first. But once I figured out the basic mechanics, the game was really good. :)

Really nice game! The puzzles are challenging and require some thought, the music and the graphics are very nice. My one complaint is that the jumps require some very precise inputs, most of the time I was struggling with making the gap because I kept jumping either too early or too late and so I fall into the pit. It became even more frustrating in the later levels, but other than that, really nice, I dig the concept and the execution is beautiful. :)

Glad you enjoyed the game, it makes me really happy to know that the jazzy tune helps set the casino ambience. The laser muting the music is because the game plays a sound effect every time the enemy is damaged and since the laser deals damage continuously, the sound effect is played multiple times per second overloading the audio listener. I thought I fixed it, but once I noticed it after submitting, I realized that I made a typo in the fix (forgot a ! in the if statement) and so lasers continue to destroy sound in the game. :(

I like the highlighting idea, absolutely would add that if I could, it’d make the UI easier to understand. The tooltip is a bit rough and I wanted to make it so it doesn’t disappear as long as it’s over the button, but I did not have the time to do so. Thanks for playing our game! :)

I can see how the indicators could be hard to spot, though we did try to make them as visible as possible while also keeping them seamless. The difficulty curve is really steep, I agree, I had to do numerous attempts until I could figure out something that works in later waves, my teammate made the game really challenging haha, but he beat it, so it is possible, just difficult.

Glad you enjoyed the game! :)

Thank you! Really happy that you liked the audio, a lot of it was improvised last minute because some mechanics took much more effort to implement than we thought. The game over screen was made, but there’s a typo in the code so it doesn’t appear haha. The explanation of the hands is a bit lacking yeah, certainly one of the things I’d change if I could. Really happy you enjoyed the game, it was very fun to make. :)

I did not understand the dialogue, but it sounded really cool and rat-like. I noticed that you can soft-lock the game(might be wrong) by eating the poisoned food in the open on floor 2, which then bars you from opening the doors that require 100 rat power.

The gameplay was really nice, however, I really loved running around the house and eating food. The controls did sometimes get a bit weird, like going from floor 2 to floor 1 needed a bit of precision, but overall, a really nice game, I love it.

The fact that this is on a self-made game engine makes this extremely impressive. I really love the graphics feel of this, the way the background moves when the camera moves makes it look really cool.

The only really glaring issue is the lack of any real content (still fun watching my soldiers get slaughtered by slimes), if there was something more to do, this would perfect. But I really love the style and the fluidity of the game, it plays like butter. Really nice. :))

I really love laser maze puzzles like this, it’s quite fun to sit and untangle the mess of mirrors to get all the lasers to where they should be. What I love most in this is the “thing” movement mechanic, it kinda forces you to think/move quick, which is a nice breath of fresh air in the game.

This game could’ve done better with some audio(even just a simple laser sound effect on shoot or an ambient synth track), but the graphics are really cool. The way their lamp heads turn orange-ish from heat is a really nice touch. I really like this game. :)

Really cool and simple concept done in a very visually pleasing manner. The core mechanic of looking for instruments by their sound was very nice and it was very satisfying to hear the song slowly come together.

My one issue is that there was no exact indicator what to do nor whether I am done, but other than that, a really good game, beautiful.

Amazing game, it has a nice look, a really nice sound and is very fun to play. I loved being able to select my next upgrade, made me stop mid-game and strategize over which one would be the most effective for me. I also loved the final boss, was a really cool challenge dodging it and its minion flamethrowers/bombs.

My one complaint is that the game does not seem to punish you for just mindlessly spam clicking, which seems a bit counter-intuitive for a rhythm game. Would not mind some sort of a penalty for trying to shoot out of line to force the player to actually learn the rhythm. Other than that, very nice. :)

Interesting game, I like the cell building mechanic, however, the game is a bit unclear even after I read the help page. For example, I had no idea what I am supposed to do when I am attacked, aside from spinning in a circle uncontrollably. The cell components can also be a bit hard to distinguish (movers and killers look really similar to me mid-game when enemies are swarming me), giving them a slight tint would probably make it easier to tell them apart.

If the game was made a bit clearer, I think it’d be really fun.

Awesome puzzles, some of them were pretty challenging and required some thought. The design also was very nice, I love it. And, of course, the end screen was just beautiful, really diggin’ the ape hanging from the tree.

Oh! I tried multiple buttons but I did not imagine trying right click, thanks! :)

Simple, yet fun strategy game. I loved the discontent mechanic, kept me on my toes even when I started emerging as the dominant power on the board. The military mechanic was pretty satisfying, there were some cases where I felt like the battles were close calls, which was pretty fun. Overall, a wonderful game, I love it.

Woah, that’s an amazing visual style, the look of it is minimalistic, yet very interesting and beautiful. The music is pretty atmospheric too, really helps settle in that eerie void mood. What really surprised me was that apparently the narrator voice-over in part 2 of the intro is voiced by multiple people? I only noticed it because I got stuck on my first run and had to restart, which also takes me to my only criticism: I really wish there was a way to restart the level or at least skip the intro, since sitting through numerous textboxes multiple times is a bit boring.

Other than that, beautiful game.

Simple and fun game with a pretty nice style. The time limit really forces you to think fast, which makes it more exciting and interesting. My one criticism would be to deselect all buttons when a third one is selected, since being able to select more than one confused me in the beginning.

Interesting premise, but a guide or tip/help menu would’ve been amazing, since I have no idea what I am actually doing or am supposed to do.

However, big fan of the bunny dogfighting concept and the pretty neat-looking visual style.

monke : )

Love the game, pretty cool concept, the movement mechanics are pretty satisfying. Though, I would love a fish counter to see if I have maxed out my fish count. The camera also tended to glitch out when moving towards a specific side for a longer period of time. Overall, really cool, I love it.

I love the style, but the game itself is a bit frustrating, as it can be punishing. For example, if you get the boost upgrade, it’s basically a game over as you collide with every air balloon. I also sometimes lose health for no reason, but I might be missing something there. Amazing audio and visual style, though, big fan of it.

The ant movement is really weird and they getting stuck(?) on random places, however, really cool concept, really impressed by the amount of content the map has and the ant automation mechanic, however I do feel like more focusing on the base mechanics rather than the gargantuan map size would’ve proven more worthwhile, since the game seemingly doesn’t have much else to do other than to collect food.

Really interesting idea overall, very promising.

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Interesting idea, however, for some reason I seem to always lose when I link up with the fourth ball. It also seems like all balls flash 100s at me, yet I can still link up with them and not lose.

The game has a slight problem where the blue player will always win if they don’t move.

Cool visual style though. :)

chef’s kiss

I got 38320 8))