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Tree Defence
Tree Defence
By hoyr
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 964 | 2.86 | 24 | |
| Fun | 737 | 3.02 | 24 | |
| Innovation | 1053 | 2.22 | 24 | |
| Theme | 580 | 3.61 | 24 | |
| Graphics | 956 | 2.59 | 24 | |
| Audio | 766 | 2.29 | 24 | |
| Mood | 923 | 2.57 | 23 | |
Comments
quichi
2020-04-20 03:13
Great game! I really enjoyed the gameplay - the idea fits the theme really well too!
Some critiques I have: - The top-down perspective is really hard to get right in terms of visually conveying what things in the game are. I couldn't tell what those giant black blobs were. Something that would help would be to consider the sihlouette of the sprite when you are making them. The fire and snowflakes were very clear to me because of their distinct shape, so those were really good examples. - The player can shoot projectiles really fast, but you have to click the mouse each time to shoot. There's no real point in this artificial handicap, so I would consider having it so that holding left click would shoot projectiles continuously. - Game balance: At some point, all the enemies were hitting my tree but the health was going down super slowly. It makes each enemy feel less impactful and at the end getting swarmed by a bunch of enemies you have no chance of completely defeating is a bit frustrating. - Enemy design: Each enemy seems to have the same AI and only differ by the amount of health. This could be made more interesting, perhaps some enemies are faster but have less health, perhaps some can shoot projectiles from far away. - Small side note, the instructions say left click to aim right click to shoot, but for me left click shot projectiles and right click did nothing.
Overall, it's a really well made game and I had a lot of fun playing! Great work :)
Have to agree with @quichi, especially about the clicking for every shot. Had to hammer my mouse button so hard I was afraid I'd wake my neihbours. :grin:
Also the low impact of enemies early on. If you just do absolutely nothing and just watch the mobs run into your tree, it takes until level 10 to lose the game.
I do like the overall mood and setting though. :thumbsup: Keep it up.
gimblll
2020-04-20 06:12
As others say, autofire would've been good. It ramps up quite slowly too, but I had fun. Good work, thank you for the experience!
dimling
2020-04-20 09:44
Fun game :) autofire + a bit faster gameplay would make it really fun. Well done!
I second the autofire comments above. This was fun to play and I liked the swarms of enemies. Although a few get stuck, they felt smart -- I'm guessing some kind of A*. I think a soundtrack and few more sound effects could help the mood a bit. I might also stage the enemies so that the game has a ramp up in difficulty.
Good one : the feeling of the character is good, and the wave of enemy is progressif but not too intense, I like that ! But an auto fire would have been cool (and some little more effect would have add juicyness to your game like a little screenshake or particle on dying ennemy or other thing like that BUT it's already a lot for a compo game ! To ask more is always a little hypochrit...)
incd021
2020-04-27 18:08
Nice work. A bit to easy, except for my wrist starting to hurt from clicking so much. As level 14, enemies started to get stuck on each other. And doing nothing, it still took two and a half level to die. So as others have mentioned, autofire would have been great (maybe as an early upgrade), and being able to die faster, adding to the stress of the goal. Well done :thumbsup:
chtimy
2020-04-27 18:44
Cool game. Just missing some feeling when we throw the weapon, maybe an animation could be the best :)
I played on a touch pad and it was the worst. Playing with a mouse was much better.
This is good for a compo entry and I liked the character art a lot. I appreciate the variety of bad guys.
good game
lcstark
2020-04-28 09:56
A really nice entry! One thing I would change is the player weapon fire - it would be good to limit the fire rate. Right now you can fire as fast as you can click, which makes the player a bit overpowered, but also makes the gameplay a bit frustrating. Requiring the player to spam LMB as fast as possible doesn't feel good. You could add an auto attack, where the player only holds down LMB and the weapon will fire once every few hundred miliseconds. That would also enable you to add some form of powerup to the game, which could increase your weapon fire rate (either temporarily or permanently).
Other than that, I really liked it. Nice job!
Nice game! I think that the gameplay it's really consistent but the game loses in graphic quality since the background (what represent the floor in this top-down perspective ) it's quite bigger and contrast a lot with the maze elements. However good job!
Nice game. For me the character seems too strong at the beginning, game started to get more challenging for me at level 7. But with a little more work in the level balance it will get much better. Also, the map has a few key spots where you can just stand there and you will kill like 90% of the monsters, would be nice to have something else to force the player to always keeping moving. Anyway, good job, congrats!