senso 2022-10-03 09:20
Nice and polished game! You did a lot of work there, i will play this again later love TD games. Also if it whas on mobile i would download inmediatly :)
Foon → Ludum Dare Explorer → LD51 → OutPost
By olddog
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 85 | 4.09 | 41 | |
| Fun | 30 | 4.23 | 41 | |
| Innovation | 484 | 3.43 | 41 | |
| Theme | 455 | 3.78 | 40 | |
| Graphics | 167 | 4.23 | 42 | |
| Audio | 134 | 3.93 | 41 | |
| Humor | 467 | 3.04 | 36 | |
| Mood | 345 | 3.70 | 39 |
Nice and polished game! You did a lot of work there, i will play this again later love TD games. Also if it whas on mobile i would download inmediatly :)
@senso thanks man~ your comment means a lot for me ,and yes ,there will be a mobile version in some times ~
Yeeeaaaaa i will play it!
God dammit. The whole idea with this play and rate week is to try a game, play it, search your feelings, rate and move on. I CAN´T STOP PLAYING THIS. The mechanic to upgrade your base with diamonds when you die are brilliant. I love games where you can upgrade stuff to insane levels, the good thing here is that even the insane levels of upgrades don´t feel overpowered. A bonus is the ability to speed up the time aswell. Thanks for this game. I love it.
@henrik-ganard thanks a lot ,those words means a lot to me ,I am so glad that you like this game :v: :)
Yes, as @senso said, make this a mobile game and you have atleast one sale =)
some of the UI was not fitting on screen fr me. great graphics though and the art style was cute and made the game more fun
Love tower defense games. Nice touch adding the persistent upgrades. I ended up playing for much longer than I realized. Would make a solid mobile game.
@alexander-epton @astrydax thanks guys ,I am so glad you like this game
While I have seen bunch of these games lately, this still managed to hook me for a good while! The overall loop works very well and the game is very polished for a jam game.
Great work! I could see myself playing this more if you keep developing it after the jam.
Nice combination of tower defense and coockie clicker. It seems you can't change the speed until finishing the first wave.
Awesome! Spent half an hour enjoing
Fun! Although sometimes the upgrades don't show the correct amount they will improve by.
Dude! I could not stop playing this game, omg I loved it, so much was well done about it. I think there were a couple of bugs here and there but nothing that broke the game. I played for so long but couldn't get past the 18th wave which was super hard. Well done, inspiring me to make an upgrade tower defence.
@osh-studio yes, the 18 th wave is a hard level,I am glad you reached here ,and engoyed thie game,thanks man,About the bugs ,can you tell me more details so than we can fix the them
@nash @lbrande @erch-toons @lancival thanks guys ,I am so glad you like this game ,those comment are ver importand for me ,,,and I will spend more time dev this game after the jam ,,,,,,Have a nice day guys :v:
I think the only bugs where you paid for 0.25 upgrade but go 0.5 (which was nice but not accurate) Also sometimes you could afford an upgrade and buy it, but the button would look disabled. Loved the game nevertheless tho!
@osh-studio got it ~~ thanks man
I'm not a big fan of the genre, but I appreciate what you've done here. It's a take on the theme I haven't seen yet, and (as others have already said) everything feels very polished.
The models and animations are really good (especially the monsters) and the backing track is really catchy.
Great job!
The art is really impressive
I can't stop playing it. Help me
Amazing! The UI looks and feels great, the models are really cool, the gameplay is nice and simple but fun! Really good game, I love it!
I like the art, very minimal but still stylized
The game is very impressive and fun to play. I like the graphics, the audio effects, and the fact you can speed up the gaming process:) My suggests are: 1. add some terrains so the game would be more dynamic 2. The HP feature is not very useful in the game. Monsters are too strong. So once they had reached the tower, the game is over. Maybe you can do some balancing on that. Overall well done!
Fun, classic game loop. There are few games like this on mobile, but here you have the advantage of being a jam game where you can go a bit crazier with the upgrades. So instead of giving a few millimeters of range to the player for the range upgrade, you give some nice, chunky range that matters.
The lightning fence is a neat twist I don't see very often, and I like that you have some variety in the waves, so it's meaningful to blast down a group of small enemies just with the laser.
Game is really polished, I like that there are so many upgrades and the upgrades feel strong. The minimal art style is super nice and its awesome that you can upgrade the base upgrade stats after you lose. Also the music is ballin ha. Nice job!
The fight/upgrade core loop is very addicting, hah!
The gameloop is so satisfying. The last few levels of day 1 are tough though!
Wow, were is the last half hour gone? A really nice implementation of a classic concept, that is a lot of fun to play! Just made it to day two and the difficulty is very well set. You can not beat it first try, but you are motivated to keep going. Well done!
Really cool game, I played it for like ten minutes before I got killed 💀
I liked the audio and art, but especially the addictive game play. Great entry! :)
@willoxs post got me here... and thank you for that. This was really simple yet highly addictive. It's nicely polished and everything seems to play well together. Is it correct that there is no indication of how many coins you have? Really really good job
Super fun to play!! The sfx is very juicy love it!!
Really dug it!
I played this for almost 40 minutes and I enjoyed all of it! I love the use of rouge-like progress saving with the gem upgrades and the simplistic game-play is so well done. One of my favorite jam games of all time for sure
Can't stop playing it!
Awesome all around
this game is SO addictive!!! i think i've just spent like 1 hour and a half on it haha
super polished, nice graphics, intuitive and bugless interface, i loved playing it!
only issue for me was the sound effects were too loud compared to the music, and i end up lowering my sound a lot just to not be assaulted by sound.
great entry!
this game is SO addictive, adding the loop gameplay was a good choice! cute graphics! wanted the game to be more progressive, like faster, idk.. but yeah. this game is cool, gonna play it again for sure. good job!
This game is way too addictive! I dig the low poly art style and the gameplay is very simple and easy to learn. I got sad when I lost my first round but then realised that you can upgrade your stuff with diamonds. Hence I wanted to play another round. And another round. And another one. Did I say that this game is addictive? Well done!
Part 1
Let me say right away that the feedback below is not negative, I really liked the project, I spent a little over an hour in it, so I wish you would improve it and release it as a full game. My English is very bad, so I translated at DeepL to make the feedback as informative as possible. The review is based on getting through 2 game days (~35 waves), so I could not get through to the end of the project.
Certainly the visuals, gameplay cycle, revealing the theme at the top, I think this has been written about before me. The game gets ranks of 5 everywhere.
I think in a game like this, it makes sense to do a "pre-purchase" upgrade, as is done, for example, in the game "Legion TD 2": the player presses "L.Shift" and clicks on the upgrade that he wants to buy in advance, so that instantly it is acquired when the coins accumulate. This is due to the fact that later waves physically do not have enough time to pump through all the tabs. Безымянный4.png Безымянный5.png
There are a lot of issues with the game design:
1) Some waves do not give out coins for killed opponents, which hurts the economy and does not allow you to level up. There is a feeling that this is more of a bug than a game-designer's solution, that the prefab of a particular enemy or a particular wave does not issue coins.
2) Range upgrade. After a certain stage of pumping this item the player does not see the result of this pumping visually. Maybe it makes sense to zoom out the camera after each pumping and, together with the radius move spun enemies to the edges of the radius, which together will allow the player to assess the situation and make more accurate decisions in pumping.
3) There is no tower regeneration improvement in the global progression. Although all other items are present. Might make sense to either remove the whole category at all, leaving only the basic improvement turret, or add the regeneration also to all.
4) Difficulty curve. Had the feeling that the developer has deliberately made 15, 18 and 20 waves overcomplicated, to stretch the gameplay. This opinion was based on the fact that their passage had to spend many times more resources than the later waves. Plus, it sometimes happened that on the second passage of the enemies killed the tower, even if previously this wave passed without any problems, which leads the player to think that sometimes there is no correlation between improving and passing a wave.
5) The balance of unused crystals is not saved when you pass the game again, which also hurts the economy. With gameplay like this, every crystal can affect success.
6) Improvement of the total number of lives. It seems to me that it might make sense to raise new lives to the maximum at once, rather than just mathematically increasing that threshold. This would give an extra gameplay cycle where the player is not just scrambling to pump, but waiting for the lives to drop to the minimum to use the pump as a first aid kit.
7) When opponents are close to the tower, the probability of losing increases exponentially. Maybe I should have added some melee attack/defense types.
8) I'm not entirely sure about this point. I got the impression that the opponents keep attacking at close range all the time until the tower itself is destroyed. If this is the case, it might make sense to make it so that the enemy is destroyed and deals fixed damage once, as is done in most tower defense games.
9) The player does not affect the extraction of crystals. Maybe it makes sense to add pumping the mine itself and the workers who mine the crystals to add an alternative improvement, where the player wins not at the expense of the reaction of clicks, but economically through the global progress.
Part 2
Bugs: 1) At some points in the AOE tab, the improvement is not highlighted as active, even if there are enough coins for it.
2) After improving lives to 100+, each upgrade does not increase by 0.25, but by 2. Either something in the code after 100 starts working wrong, or the UI does not show the change in the upgrade step.
3) After the onset of defeat remains possible to improve the tower, though the usefulness of this zero (a minor flaw).
4) Rockets after the onset of damage continue to shoot and loops in the firing, a sort of round of rockets to an unkillable target (a minor flaw).
Suggestions:
1) Controversial point. Saving the speed of the game on the second playthrough. Caught myself in a bit of a rut to have to switch speed to x4 on restart.
2) Ability to edit sound volume or/and a button to turn it off. After a long stretch of time I had to use a tab in my browser to mute the sound so at x4 speed it was starting to get distracting.
3) If you decide to continue to do the project and the vector of development will not be in the direction of hyperkazualnyh games, it may make sense to give between waves of the player himself also run on the location, where there will be points of interest. Then the project through the gameplay cycle will resemble the game "Protolife" https://store.steampowered.com/app/809440/Protolife/, a prototype of which was made by the way on Ludum Dare 38. ss_0b572098f25202e0d49f8357abae6329a8191cdd.1920x1080.jpg
General summary.
You have a very addictive and interesting project. You covered the topic well. I wish all the best and would like to see it developed. I understand that some people don't have time to do anything in that amount of time, and here is a whole interesting game. Probably because I liked the game so much, I wrote so much not as a developer, but as a potential future buyer of your game. Again, I really liked the game and I wouldn't want my feedback to cause you any negativity, you're very good, keep it up. Good luck!
Very nice entry! I had fun with this and it was very polished and addictive. Would be nice if the camera zoomed out with your increased range. Seems that if your range is too big the electric fence doesn't do much.