marcenat 2017-07-31 09:39
The concept is cool, but having several types of tower would have help the idea of losing power to shine.
Foon → Ludum Dare Explorer → LD39 → Pylon Defense
By doc-ill
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 362 | 3.26 | 28 | |
| Fun | 274 | 3.26 | 28 | |
| Innovation | 522 | 2.64 | 27 | |
| Theme | 250 | 3.65 | 28 | |
| Graphics | 497 | 2.76 | 27 | |
| Audio | 1.20 | 7 | ||
| Humor | 288 | 2.41 | 26 | |
| Mood | 496 | 2.56 | 27 |
The concept is cool, but having several types of tower would have help the idea of losing power to shine.
Very nice game! Feels Bloons-TD-esque, but your towers need to be recharged. I would like it better if you didn't need to click on the generator, but :man_shrugging:. Also, I would like to see where I am placing a tower / have the ability to cancel placing a tower. Other than those things, great job!
This ramps up a bit too quickly for me, but I generally don't much enjoy tower defense games, anyway. Still, the generator thing is an interesting addition to the genre. Looks good, though!
This game was a lot of fun. Stopped trying other games and played it for a long time. I could play this on my phone for a while.
Very cool idea to merge a clicker and TD! Very innovative. I really enjoyed it. I think if you carry it forward and finish up the various aspects with more towers, sounds, etc you have something here.
Great job!
One of the best simple tower defenses that I have played even with only 2 objects and 1 kind of defense it was still quite a haste to always refill power to the towers. Good job!
I can definitely appreciate the humour in those Starcraft references. Everything here is very functional and supports the main mechanic of clicking to restore power so I would have to disagree with the criticism from others that generators shouldn't need to be clicked on, it would turn the game into a typical incremental game and you would lose what makes your game unique. However, I agree that as you get further in, it feels less and less rewarding to be recharging individual towers.
Given the limited space to place towers and the limitations of the towers themselves it's impossible to go any further than a certain point. As the difficulty of the waves gradually increase it gets to a point where even if you play perfectly you will still lose so I think being able to upgrade towers' damage/range/chargeAmount could extend that playtime for quite a bit longer. There is also a small gripe with the AI, I could be wrong but when 2 towers attack the same object it appears to do 1 damage in total so either adjust the AI to only have 1 attack an object at a time or make sure the damage stacks up properly.
Finally, something that's letting this down is the lack audio which can make the game feel a lot more satisfying and responsive to the player's actions. The Audio category has been left available to judge so for future reference keep in mind what categories you want to be judged on and opt out of categories that aren't present in your game.
Recharging the towers was interesting, but I had a lot of trouble placing them, money was being spent but they weren't showing up. I did manage to build two. But it would be really useful to have some kind of grid highlighting to show where/what you're placing! Still a decent game :)
Lots of fun, I made several attempts to optimize my build. As a fan of tower defense games, you nailed the bare bones. Many Unity Devs forget to make a button that has Application.Quit(). The only way out of fullscreen is to alt+F4 or alt tab out of it.
@tompendergrass Oh dang, I did include a way to close the program, but I think I forgot to put in in the game-over screen. Right now, it's only available in the pause menu (during the actual gameplay) or in the win screen. I'll upload a hot-fix. Thank you!
At first, I expected the clicking to be easy and just to have felt forced into the theme. But then (around wave 3) I realized it was actually very involved. If TD's weren't already hard enough to build things in the right place. :D It feels pretty good, even with just one tower. If you expanded this to include multiple tower types and multiple enemy types, I could see myself playing this for longer than I'd like to.
Only complaint is that it would be nice if clicking to build and clicking to recharge things weren't done exactly the same way. Multiple times I'd overshoot just slightly in a tight situation and build something next to the tower I was trying to recharge. Minor issue, but still messed me up a couple times.
Nice tower defense game. I like it. Keep moving forward.
Looks like a normal simple TD game to me. Is there no sound? 3D work is nice.
Simple tower defense game, the clicker twist makes it a little hectic to play. Some sounds would have definitely made this feel more complete. Nice 3D modelling too!
Nice game ! I think the generators would need to be more useful, maybe giving power every second, or powering a larger area.
Cool concept, but the modelling was bad and you could have different types of towers.
Tower games might be a bit cliched these days, but it's still hard to make a high quality one, and this was definitely high quality for the 48 hours it was made in! The balance of charging the towers doesn't really come into it until the midgame, but when it does, it's a surprising engaging mechanic! It gets a little clustered at the end though, so perhaps if you want to take this further, you could add in another building that triggers all nearby generators, to cut down on the late game micromanagement?
Wow, that was quite close but I did it - for the heartbreaking winning screen - which I almost mistook for the game over screen.
This is a tower defense gone endless clicker, my hand hurts a little. Still a nice game, not very innovative but a solid game jam entry.
I like the basic 3D graphics, they at least made it clear what was happening at any time.
The difficulty is well designed, I see that you tried it out a lot to make it hard to beat but not impossible. Good job!
Music and sound effects would have been nice. I see that you opted out of audio but at least some SFXR laser beams would have made a very big difference. Never underestimate how important sound is in a game, even if you don't see it :-)
Overall a solid game, nice work!