FoonLudum Dare ExplorerLD38 → Tiny Planet Defense

Tiny Planet Defense

By doccrazy

View on ldjam.com

CategoryRankScoreCount
Overall1113.7321
Fun473.8921
Innovation903.6821
Theme903.8921
Graphics814.0521
Audio2942.7821
Humor2402.6218
Mood1383.5020

Comments

gilborn 2017-05-01 07:43

Great entry with great graphics!

steve-johnson 2017-05-03 05:35

This may have the best gameplay of any action game I've played so far in LD38. It feels as frantic as a tower defense game ought to, has a variety of clearly distinguished enemy types, positional sound, decent UI...generally awesome job! I had genuine fun.

blueman 2017-05-14 22:17

Very nice graphics and a fun concept. The controls felt very intuitive, which was nice. The major thing I would recommend would be a more obvious indicator of a tower's coverage and range. 5 stars!

cosine 2017-05-14 22:25

Hey, I'm on Windows. The graphics (especially the skybox) are super cool! But, it won't stop moving backwards, and it makes it completely unplayable. Also, the sounds sounded really bad.

ricardo-morastico 2017-05-16 02:44

you could include a background music, not just the explosion and the shoots FX. also, when you put a torrente on the planet, you can't pass over that point anymore, you have to go around that point, i would like the câmera not to hit the colliders of the torrentes.

cerno-b 2017-05-18 19:45

I think this was the first ego-tower defense game I have ever played and overall it was pretty neat. Despite some flaws, it had some really beautiful moments.

So first of all, the graphics are a mixed bag in by book. On the one hand you have the beautiful backdrops, earth texture and lensflare effects, on the other hand you have very simplistic character and enemy models, especially the rockets, which are just elongated spheres.

The sound effects were okay, but obviously some spherical music would have made the game's mood much better.

Gameplay-wise there are a few snags. I don't think being blocked by your towers adds anything to your game and could be removed. The intro was unskippable and takes away from replay value that way. You should definitely add a way to skip the countdown: Especially in the beginning the wait times take the wind out of the game's sails.

I think you could have communicated better where the next waves would come from. I realized after a few tries that they came from the direction of the signs, but an arrow or a shiny line pointing away from the planet towards the impending attack would have avoided some confusion here.

I managed to finish Tiny Planet Defense with just Multi-shooters and rockets and couldn't really figure out how to set up the lasers properly. It was a bit tight defeating the normals with the multi-shot, which cost me a few lives on wave 2. The rest was a breeze though, so I think the game might benefit from some more work on pacing.

The game really started to shine as soon as I had some more towers. Seeing three rockets majestically amble towards a boss and detonating it into bits with a single strike felt very good. Also the amount of debris flying around from defeating enemies gave the game some sparkle and charm in the later game.

Despite a slow start I would have loved to continue playing to see a bit more of a challenge, as the game became very easy very fast.

Overall quite a solid entry that could greatly benefit from some polishing and gameplay tweaking. Great job!

conk 2017-05-18 21:47

That was intense. At first I lost as it wasn't too obvious which way the enemies would attack from (I didn't see the sign) and thus died very quickly. The second time I didn't realise there were 2 signs and thus failed again as I left one side untended. The third time I beat the game, it was intense, there was a lot of information to watch out for before a wave.

The perspective, although may not work any other way, felt very awkward, made my neck ache just thinking about it. It was challenging until I realised if you place multi shot towers everywhere, you win. I must say I had a lot of fun towards the end and it is certainly a great use of theme and a nice twist on tower defence games.

2017-05-18 22:05

The perspective was probably the hardest part about playing this game. I was pretty confused at first, and I didn't actually realize that you could look around as if you were a big person on this small planet. I believe that some more UI indications on the planet and a viewpoint that is further away from the planet would solve a lot of the problems this game has. UI indicators could show you where enemies were coming from (red circles that get larger as the enemies get closer, perhaps) and could show the range of the towers.

Also, when I was a person on the planet, with a collider, I could actually force the enemies away from the planet. This, I believe, kind of broke the game when the enemies were rocketing off into space, instead of colliding with the planet. Perhaps a solution to this problem (in a vacuum, without the changes discussed earlier) would be to make enemies explode on contact with the player, dealing damage to either the player or to the planet (whichever you would choose to implement). Additionally, like others have said, if you could turn off collisions with towers as a player, that would make the game feel much better, instead of punishing the player for putting down towers.

Otherwise, a fun game!

evannex 2017-05-18 22:22

I did a tower defense game myself for this Ludum Dare, however I definitely enjoyed yours more. I like the concept, it was very well done, though a little bit un-documented. I had a bit of a challenge at first figuring out how best to position the towers. But I had great fun once I figured it out.