FoonLudum Dare ExplorerLD51 → Elementary Defence!

Elementary Defence!

By paulsams and Mirka-chan

View on ldjam.com

CategoryRankScoreCount
Overall7543.3424
Fun7043.2524
Innovation4493.4724
Theme8613.3624
Graphics2774.0624
Mood7133.3123

Comments

moonblast 2022-10-05 02:11

Never seen this kind of Tower Defense.Good job!

firebelley 2022-10-05 02:31

Beautiful art and a really original tower defense concept. I really enjoyed it, nice work!

trusty 2022-10-05 03:29

Was fun to learn the tower combinations. Nice game!

chingle 2022-10-05 03:43

I like the elemental combination mechanics, it really adds a new strategy to the tower defense game.

2022-10-05 21:01

Great! Good job. Interesting mechanics and nice graphics.I'm used to the fact that in classic TD you must be approached by enemies and you patiently wait for the boss to come up, and when he is near your tower you get scared, because it's almost the end, but here the game keeps you in suspense right away because the boss is already at the gate of your tower.

bozzwtf 2022-10-06 00:55

This is awesome - decent kinks to work out but it was fun. Music is a little too much for me too. :metal:

abdonatioera 2022-10-06 00:59

Great art! I really liked the tower system too, with the different elements combining. Nice work.

spike-studio 2022-10-06 01:01

The art for this fit very well together. I loved how the towers could make combinations to effect the enemies differently, quite unique take on tower defense. Great job!

tex-killer 2022-10-06 01:24

Interesting concept! I've played both the version here and the post-jam one, but I don't think I got to the end boss. It seems you have to know exactly the best combination for each boss beforehand, otherwise there is no way to get there. I'm pretty sure I got most of the combinations right on my last run, but I still couldn't reach the last boss. Anyway, good job!

bangkerpow 2022-10-06 01:43

The art and sound are top notch. The combinations are a cool mechanic.

paulsams 2022-10-06 01:48

@tex-killer Hello). I'm sorry if I misled you, but I meant that the end boss, which will have to be the last challenge for the player, has not yet been added. I'll probably add it by the weekend). Well, about combinations - we also wanted the players to find everything themselves, try different combinations , and if you even passed several times, then it means you were interested)

dominic-graziano 2022-10-08 02:40

Graphics are cohesive and simple, and the animations matched appropriately. The elemental mixture idea has been done in tower defense games before, but it worked well here as it was easy to understand and adjust. I enjoyed the more advanced combos, but thought that there was no reason (maybe other than dev time) to have 'invalid' combos. Perhaps a shield or fire rate increase? It felt to me like the 10sec mechanic served as a sort of timed turn-based combat, which could be a great way to introduce a sense of urgency. I played the official dare version so at the end of the game I was not able to fight the final boss. The sound effects were absent but I did like that you could adjust the sound volume for the music. Overall a solid entry with a decently complex concept.

^that's how you critique somoene's hard work.^ Have a good one!

paulsams 2022-10-08 10:41

@dominic-graziano All right). Thanks). I agree about the comment about the invalid combinations, there was not much time for development, because we had only ≈2.3 days and only two people. So I would like to fill everything out, but in this case they influenced a much lower priority compared to the general gameloop. But I don't agree about the rate of fire or the shield. The shield will give a sense of security, which will knock down the dynamics of the player. And the rate of fire - they will only change the numbers and constantly change the pace of the game, which in turn does not bode well. After all, as you probably noticed, out of the numbers you were worried only about bosses HP, which helped not to load your head with unnecessary information. And the take about unoriginality more like a grudge for my advice under your game, because I personally did not say anywhere that we made an original game).

And on the contrary, I am happy when people write exactly some ideas or what they didn't like exactly. It helps to hear different opinions and improve the game, even if the player is wrong about something).

dominic-graziano 2022-10-09 04:01

you did not give advice under my game. You basically said "it sucks" in a lot of overintellectual ways. It's funny how if my game isn't perfect in it's core mechanic you want to spend 6 paragraphs saying how un-fun it is and essentially shit on it without a single bit of "advice" as you put it... advice would be a suggestion of any kind, which you have not provided in all of your ramblings. But when I mention an issue with your core mechanic, it's no big deal because you didn't have time...? You're right, it IS no big deal, and NOBODY had enough time. None of this was meant to produce AAA masterpieces, and I believe you understand that, despite your extremely harsh approach when critiquing others. In future, here is some ADVICE: Focus on finding something (anything) good to include in your critique, as it shows you really gave it some thought. Then, when pointing out flaws or areas that caused friction for you, maybe start by assuming the team KNOWS their game isn't perfect (because that's not the expectation), and include your thoughts in a way that give room for practical improvements. Your comments thus far have not included anything directly actionable, just "it sucks" essentially.

Honestly, the only reason I'm still engaging with you is in the hopes that you're learning something from this exchange. You sound like you think a lot about game design, but you express it by belittling others rather than lifting them up. I'm hoping this will serve as a revelation so that you can improve that.

paulsams 2022-10-09 06:19

@dominic-graziano I'm sorry if you saw only insults in my reviews). And did I deny that the lack of time is only our problem? After all, you suggested that it was development time, and I just confirmed your words, so I don’t understand the your joke in this direction). And I told you that how to improve those components of the game in which there were problems, so this claim is also incomprehensible to me. To say that something is bad, then I need to type 10k characters for the problem right down to the code level, or what? Thereby killing your growth as a developer?

Something good?.. Well, as I wrote in the very first comment under your game: you worked on the atmosphere and sfx, and it was cool.

But for me, game jam is not only about trying something new, but also about time management. If I didn't manage to do something, then these are only the developers' problems and I have to evaluate the game in terms of problems so that the next one I can come up with an idea that can be mastered and it will be convenient to play it. After all, it is better understood that how much time you spent not only on the mechanics in its current form, but how much more you could possibly spend if you made it at least a little pleasant).

Okay, I also think that it is pointless to continue the discussion and I hope you, too, were able to reconsider your opinion on something). ^_^

blue-pin-studio 2022-10-12 06:46

Nice entry! There is a ton of depth here regarding which combinations are possible, i even managed to find armagheddon which was nice! My favorite aspect is the art, its really well made

verbante 2022-10-16 22:51

I really like frame by frame animation aesthetic and music. Guessing the weaknesses of monsters weren't very intuitive for me, especially considering the fast pace of the gameplay

civmaniac 2022-10-16 23:04

Loved experimenting with different elements and figuring out what kind of effects I can spawn. Great fun!

brendo 2022-10-21 17:01

Love the hand-drawn art, and there was so much of it! So many different enemies, towers, and combinations, each with multiple animations!