djd123456 2022-10-03 05:54
nice
Foon → Ludum Dare Explorer → LD51 → Tower Boy
By chuckiee
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 321 | 3.24 | 27 | |
| Fun | 332 | 3.06 | 26 | |
| Innovation | 283 | 3.19 | 25 | |
| Theme | 141 | 3.82 | 27 | |
| Graphics | 242 | 3.43 | 26 | |
| Audio | 100 | 3.64 | 27 | |
| Humor | 282 | 2.38 | 19 | |
| Mood | 287 | 3.07 | 22 |
nice
Nice game, but I saw a lot of "not so good for the experience" features. - You can go over the base, so basically you just have to stay in the middle = meaningless positioning phase - To me the Coins counter was always 0
But the music was good!
The graphics are pretty! But I would like a zooming feature, as it is pretty small (at least on my screen).
Gameplay-wise, the shooting is nice, but I think a faster level progression would be nice to get the game going faster.
Looks really nice, and the bgm is cool! It would be nice if you could skip the remaining time in the phases when you're done with them.
Agreeing with has been said. Good potential and of course always nice to see some gameboy palette, but it could use some skip phase feature and a bit faster progression. But that's for the impatient part of me. There might be bug on the coins ? I had one but it was showing 0 on screen
A bit small to enjoy the graphics.
Music was nice.
Thank you all for the kind words! I agree with all the feedback about balance (sitting in middle, progression speed, lack of things to do in phases - reason of why they feel long). I thought I fixed the coin bug but apperantly it's still there.
For the graphics, it's the first time I've prepared a game for LD, sorry, I failed making things scale well. Playing in full screen fixes it if you can afford to play fullscreen.
I like the graphic style. I especially like the three different songs for the three different phases that ranged in intensity, great for setting the mood. I also felt you harnessed the theme very well with the 10 second phases. I think the decisions required for that time frame were appropriately sized.
Observations: I never got any coins. Even after leveling it would still stay at zero. I'm not sure what "Size" meant, but I put all my points into size and nothing seemed to change :sweat_smile: And as others mentioned, I'm not sure why you'd position yourself anywhere other than the center for the positioning phase, it seemed to give you the clearest shot on all the enemies.
Nice concept! Switching between the phases every 10s is pretty fun. You could you add a "pause button" though... And maybe it would be better to move the character using "click" with the mouse during the positionning phase. Also, find a way to explain why the character cannot move while shooting. Maybe the player turns into a tower or something? Anyway, good job, keep up!
Nice game! As people have mentioned, the coin display didn't update (but it seems like you got 1 per level). I don't know why you'd want speed or size (is that character size or size of projectiles). And yeah, the positioning phase seemed unnecessary. Good job getting everything together in 48 hours :).
i really liked the graphics! had the same bug with coins i think. i like that you had all the different phases of gameplay and the upgrades it kept me playing a while.
I love inspiration and the style in your game. I saw similar issues as others have mentioned, but overall it was still enjoyable. A couple of areas of improvemnt would be a health indicator (I didn't notice one) and some visual feedback when an enemy is killed.
This is a nice concept. I like the 3-phase gameplay, though it is a bit slow when there is nothing to buy and you don't want to move but you still have to wait 20 secs. I managed to survive until around level 4 a couple of times and then got swarmed. The level progression/coins feels a bit too slow too, I think giving the player more coins to spend would make it more fun. I also didn't feel the need to move anywhere but the center of the screen, not sure if there's a better strategy. I like the art and music aesthetic and the controls worked well. Nice work!
Thank you all for the kind words <3 I'll add a known bugs to top so future players, if there is any, know what they are getting into.
You are all great people!
How can I play this? Did you remove the game link?
@ukulelefury server sometimes fail to load, it seems to work now.
@chuckiee Ahhh, my bad! I somehow was seeing the play button in the cover-image box, and thinking it was a YouTube video rather than the game embed!
@ukulelefury oh okay, glad you got it figured out :)
Great UI and colors! Also really dig the music in the different stages. The positioning phase would maybe have been more interesting if you could get more guys to defend.
Thats a nice game! very cool idea with the phases :-)
Really nice job sticking to the limitations of the Game Boy! I liked the concept and interpretation of the theme, and I think that there's a ton of potential to be explored here if you keep working on it!
really looks like vintage games. Quite easy but nice to play, good job!
Overall a very well made little compo game. Too bad the UI do not update coin count. But still a good and fun little game. Well done.
I quite like the idea of the three different phases. I wonder if they could be made more interesting, however -- right now I tend to almost never have coins to spend, and I only tweak my position slightly in order to get closer to some of enemy spawns, sometimes.
I think an interesting twist would be to have a different minigame for each of these phases. So the first phase, there would be a minigame of some sort that let you upgrade some properties. That way, every time you reached that phase, you would be guaranteed some upgrades, as long as you did well in the minigame. And then in the second phase, there could be another minigame that let you place down multiple towers. So, the better you did in that minigame, the more copies of a tower you would have going.
I think that could be a way to make the 10 second phases much more energetic and chaotic. Because I do think that splitting up normal gameplay features that would usually all be available all the time into three discrete phases is a fun concept -- but I think it could be even more fun to push it further. :smile:
Thank you for all the great comments. @honey-pony these are good ideas, I think I would do 2 quick phases and one calm phase if I updated the game, instead of 2 calm 1 action. Very good points for positioning too, but I don't think I could've finished that in time with my current skills. Hopefully better design nextt jam :)