tasakasama 2022-04-04 10:01
I think the turrets lack a bit of damage so we don't have much time to save for the biggest weapons
Foon → Ludum Dare Explorer → LD50 → Inevitable Seige
By hawke-games
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 387 | 3.30 | 35 | |
| Fun | 337 | 3.28 | 34 | |
| Innovation | 533 | 2.68 | 34 | |
| Theme | 277 | 3.69 | 35 | |
| Graphics | 437 | 3.10 | 35 | |
| Audio | 348 | 3.06 | 35 | |
| Mood | 433 | 2.96 | 34 |
I think the turrets lack a bit of damage so we don't have much time to save for the biggest weapons
Once you figure out a good strategy the game because really fun (early ice tower). Combining the rock with TNT can wipe out a lot of enemies. I didn't put barriers on the path the first time around, not knowing what they do. I wish there were more ranged tower to choose from.
I could only make it 3 days. This definitely felt inevitable lol.
The turrets, they are so so weak, even with the mud to slow the enemies down and rocks to block their path I wasn't able to build up any extra cash flow, just continuously pop down more turrets.
Did not realize you can't click on the buttons to select what to put down. Good entry though.
I couldn't figure out how to play unfortunately :( clicking on the other towers didn't seem to do anything for me, and the default selected rock didn't seem to affect the creeps
Cool TD game, made it to day 7 multiple times but was unable to kill the final boss? Maybe make the Tower selection selectable via Mouseclick too, other than that it was anice expirience!
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I last 4 days. But I can't say I'm very thrilled by the genre. Anyway the game is well playable and with some adjustments to the UI and fine tune some statistic it can just improve.
I like tower defence games, but this one needed more explanation on what towers do. Towers and traps should be seperate and you shouldn't place tower on path and trap on empty tile (I spend all the money for mud thinking it was a tower :D). Nice music and sounds, overall good job :)
@cinnamon18 Try clicking on the Tutorial button in the main menu. It should explain everything there, but if you still need help feel free to ask again.
@rhewid Thanks and nice job! The final boss cannot be killed so it will inevitably destroy your castle. The tutorial explains this a little bit more.
@homineludens Nice. And thanks for the feedback!
@gummibot I tried to explain a little more about the towers in the tutorial, but I probably shouldn't have let you put mud on the grass Lol. Thanks for the feedback, you have no idea how much it means to me that someone likes the music Lol.
it took me a it to realize that i had to put the rocks and slick spots on the road, DUH!. i like how you had to run around and collect the money that was a good idea.
Solid TD Game! A great foundation to build on!
It took a little while to get used using the keyboard to select my abilities, I still occasionally wasted money trying to click the UI on the screen. Might be nice to just use a mouse. The money mechanic is definitely fun, but I still wish it was less of a chore, because I'd often get fixated on watching the critters on their path.
The impending doom of the spider is very impactful and nails the theme perfectly. Good job overall!
I really like this game. It was genuinely fun, and the level pacing is great for a TD game. I feel like there should be more tooltips in the game. For example, it took me a while to find out 1-5 can be used to select the towers. Also, it was hard to figure out what each tower do. Still, well done.
A fun game! Got a little confused at first, didn't realize you need to use the keyboard for selecting buildings. Nice that money just spawns for you to collect. I tried different strategies and just spamming with arrow towers seemed to be the most effective, so I ended up not using stones (that are quite overpriced, considering they are a single-use item) and that 2-coin-thing. So, I'd say the game needs more balancing (of course that is pretty common for jam games, mine included). Nice game overall, good job!
@jcmonkey Lol and thanks
@ismael-rodriguez I'm glad you liked it! I definitely would've added the ability to click on the towers to select them, but with the strict time limit I prioritized other things.
@papaya Thanks I'm glad you liked it! Also, did you read the tutorial? I tried to make everything as clear as I could there.
@lisyarus Thank you for the feedback, I'm glad you liked it! (also, did you read the tutorial? I tried to communicate the controls but I'm not sure how well I did considering so many people were confused).
Really fun game. It really picks up quickly. I love the mechanic of having to pickup the money yourself and it not being passive as it forces you to have to shift your focus making the game even more interesting.
We made it till day 7 , well done, excellent game loop and fits the theme nicely. Tower defenses are hard to balance but this one felt very fair. Well don't and thank you for making this game !
I was trying to use the UI to pick the abilities from the get go, and was very confused when I couldn't click them, since everything else was mouse based. But once I got it figured out I enjoyed the game. I feel like the turrets deal very low damage. The music was awesome.
I love TD and know how hard it is to make something balanced in a short timeframe like the jam :sweat_smile: so well done here. Like the pixel art/gentle animations, dynamic music and the fact that you can simply hover to pickup money rather than having to click (thank you). Nice entry.
Great game! I got to about 6 days my first try, but then went up to 15 on my second try, so I'm gonna be proud of myself for that (XD)! I enjoyed playing it, it's fun and creative, and just seeing the hoards of spiders coming at me is hilarious. 3.5 outta 5 stars from me! :)
6 days is my best so far. It's a nice take on the TD genre
I liked it! The music and the sound effect fit well, and the gameplay loop felt solid. Things I would improve: - Make the buttons at the bottom clickable with the mouse - Make the game easier at the start, so you get to build up a nice defense, before you become overwhelmed - Add a different offensive tower
Overall, a fun game!
I really enjoyed the game! My comments for improvements: 1 - The game didn't fit into the viewport 2 - I could not exit the tutorial screen, so I had to refresh the page 3 - I didn't understand how to switch the items/tools at first
Apart from the points above, it was a very fun game. It keeps the player engaged all the time. Thanks for your effort!
@bearding8 Did you try clicking the fullscreen button? It seems to work fine for me and everyone else.
I was unable to go through the tutorial due to it not fitting my 1366x768 monitor, so at first I found the game pretty difficult.
Once I figured out how to use the mud to delay waves the game became really enjoyable. The art is nice to look at, and the music fits the pace of the game well.
I survived to day 12, and really liked the game after the gameplay clicked.
@ldjq Oh, I'm sorry I didn't realize the UI didn't scale automatically. Thanks for sticking with the game, I'm really glad you were able to figure it out and enjoy it!
A solid tower defense foundation, with a good ramp-up of enemies!
Neat project with a solid gameplay. I suck :)
You asked for criticism, and I'm in a similar boat as you, feeling down about our game's results. I'd love it if you could do the same!
The tutorial is a bit complex and wordy. It'd be nice to have it integrated directly into the game. Think show not tell!
The art could be better. I like the vignette.
After reading the tutorial and clicking through, I can't remember what the mud pile thing does. Oh now that I type that, I think it slows things? Why does the game let me put it off the path?
The money collection system is interesting, but perhaps tedious.
More visual indicators of what something is about to do when I select an item would be nice. For instance: the radius of the slow tower. Or perhaps showing an explosion and a radius for the TNT.
Is the cost of items balanced? I haven't tested extensively, but the TNT feels pricey for the radius it affects.
The number system for choosing items is probably fine, but I do have to think a bit about which item is which given there's no label on the item. Since the coins involve using the mouse, I'd guess I could click these to choose them, but that doesn't work. These are probably minor points.
The audio could probably be a bit more engaging and varied.
Perhaps the biggest thing: what separates this from other TD games? What makes it more fun or engaging? It's not clear. That's that elusive element that's probably the hardest thing to get right.
I hope some of this helps! From one person who just wants to get better to another, I feel ya. If you have the time and want to help me out by giving criticism to our game too, I'd appreciate it :-)
You requested criticism which is a really smart and mature thing to do. Good job with that. It absolutely is a very impressive creating for such a short time, you should be really proud of it.
I think the things that are weak about it which definitely cost rating points are the following: * You started by telling the player to read the tutorial, then had a very long and wordy tutorial. That will always hurt, better to teach the player how to do things with onscreen instructions. * You required keyboard input in a primarily mouse-based game. The first time I played I couldn't figure out how to build a building. This is because I skipped the tutorial the 1st time (which most players *will* do, just gonna happen). The second time was better. * The units were too small and fast moving initially. I built several buildings but the very first guys snuck past. It's far better to make the game so easy for the first couple of waves that the player can basically ignore the units and fiddle with looking at the units to build, etc. * Several times I couldn't build but couldn't figure out why * The art needs a more unified color palette. * Not much visual feedback for things.
Daniel Username has much wisdom to share, I don't want to double post but honestly I pretty much 100% agree with his points.
It's a good core of a game.
Definitely agree with pretty much everything in the last two comments!
Especially the last bit from Daniel, what makes this interesting or unique? It just seems like a very basic tower defense with few towers, no upgrades, and a strange money collection mechanic that doesn't seem to have any reason (why am I hovering over stuff vs just getting money from killing stuff like in most TDs?)
TDs have been made in so many ways, you really need something to set yourself apart if you're going to make one nowadays. You didn't have any new, interesting take on the genre, and it all felt kind of like a placeholder demo project for how to make a TD.
What you have is a solid tech foundation for a much more complex and interesting game, but there's not much more than that. It's not particularly satisfying to find a good strategy for the game, nor is it satisfying to execute on a strategy you came up with. Much of the fun in TDs comes from playing with many different weapon and enemy types, and figuring out what works best.
Know you wanted some honest feedback, hope this helps.
@daniel-username Sorry, just now saw your message, I'll try and play your game as soon as I can.
@daniel-username @david-york @bogden Thank you all so much for the feedback, it is greatly appreciated. I have a lot to think about next jam Lol. :D