FoonLudum Dare ExplorerLD53 → Towers N' Treasure

Towers N' Treasure

By brineleaves and OrionPisces

View on ldjam.com

CategoryRankScoreCount
Overall11612.7632
Fun11762.4832
Innovation9542.9032
Theme10763.1832
Graphics9522.9632
Audio6532.9332
Humor6792.9427
Mood10602.8330

Comments

hotaloca 2023-05-02 18:08

I like the overall setting of you having to not allow adventurers fight the dragon - made me laugh a nice one. It might have been a bug but i waited quite some time and noone came with the first wave to fight the dragon. It was also not clear to me why i cannot place the traps anywhere - i figured they had to be put down in one of the places. Art was simple but OK - especially liked the use of lights in the scene. Good job!

sava-tsurkanu 2023-05-02 18:11

Hey there!

You've made a good one! Like the idea of robbing the strangers haha!

For me, it was kinda hard to navigate without radar/map or something, it would be great if you'd add it on post jam version!

Best of luck!

thunderchief 2023-05-02 18:11

Nice concept, but I think the third wave never came for me ... The game could use a minimap imo, but overall good design !

its-capp 2023-05-02 18:16

interesting concept, however I felt like the map's size made the game feel boring, the AI was quite strange too because they didn't take the fastest route to the dragon (?) making it annoying to set up traps on their path. overall it's a pretty interesting game.

brineleaves 2023-05-02 18:47

Oh yeah! I should have included that in the How To Play section but the small paths that are only available for the player to use are just there to make traversal easier, they're not intended for the adventurers. Will make that clearer on this page!

austin-sierra 2023-05-03 02:16

Hello OrionPisces and BrineLeaves thanks for letting me play Towers n Treasure. I was expecting a throwback to old dungeon games and then I saw the cutest dragons ever and I knew I must protect them. Great graphics and humor in the design. Control feels good over the map but I got confused a few times just because of the different directions and paths you have to take. I would like to see more traps and different kinds to place since they seemed quite sparse. The elements are all here for an excellent dungeon game. I would love to see if you continue development on it. Have a good Ludum Dare

ryan-bonadie 2023-05-03 02:17

I think a minimap would help a lot with this game. I found stuff only spawned in when I started moving around looking for the adventurers. I also feel like getting more cool items earlier in the game would encourage players to play more without getting bored (I don't know if you are supposed to get cooler traps but I just kept getting spike traps which weren't super useful. The art is really cool though and the audio is pretty good as well. Great work!

alisher-fazilov 2023-05-03 06:05

Interesting concept, but you get tired of running after loot and controlling the location of enemies. It would be nice to add player speed boost and enemy markers

stormforged 2023-05-03 06:09

As Ryan said a minimap would have helped a lot, I also think the movement speeds could be adjusted with a map of that size or perhaps had the map shrunk a little. Very cool little prototype though, could be interesting to see it go further.

brineleaves 2023-05-03 11:24

@austin-sierra @ryan-bonadie @alisher-fazilov @stormforged Thanks for all the feedback! I do agree that something like a minimap would have been nice haha, fact is I kind of made the map itself in the last few hours of the jam and only had time to add simple sorta vague indications as to where the next wave would spawn. I'm glad the concept is being enjoyed though!! We'll definitely try to expand it into something fuller someday. As for the character's speed I'm not sure if I'd want them to go tooo fast? I think adding specific places that can teleport you to other spots might be an interesting workaround for that while still keeping the frantic pace. Also yeah, game definitely more variety with towers and such, the dragon picks a tower at random out of the three different types available so getting unlucky makes the issue seem even worse haha.

hexyvexy 2023-05-03 11:56

Wave 1 never spawned enemies for me, which is a shame as I like the concept.

brineleaves 2023-05-03 12:17

@hexyvexy Aw that sucks :( I have no idea what causes this bug, it seems pretty inconsistent.

jimmymcginger 2023-05-03 13:36

Cool idea. For me the map was way too big and the timer also too long without much to do. I ended up waiting a long time for enemies to spawn and they took a long time to get to the dragon (which is where I'd placed my turrets.). I enjoyed the music and the track change once enemies spawn and I really liked the sprite for the dragon.

andreadbx 2023-05-03 15:25

The idea is nice! Drawings are cute, expecially the dragon, about gameplay, as i said on stream, the map is way too big and the player needs either a minimap or simply an arrow to point to the enemy spawn zone! congrats on your first game jam! hope to see more :D

cheesecube 2023-05-03 20:51

It's nice to see a tower defense game in this jam, I don't usually see too many of those. I think the downtime between rounds is a bit long, especially considering how long it takes the enemies to reach the dragon. That being said, the concept is interesting and has a lot of potential.

dexort 2023-05-03 21:22

Cute little game! Pretty fun concept, but very cheeseable (which i like =D). It's kinda hard to get around and memorize all paths without a map. North/south are kinda giving you general directions, but actually getting to where enemies are coming from feels more like pure luck. I was never sure whether I go the right way or not

batisdark 2023-05-04 01:16

Would definatelly want minimap (with where enemies spawn) + skip waiting for wave button (at start its too long, it starts to be better later with panic-relocations though).

Different paths lenghts were strange. Basically south path felt 'just right', while NE and NW were way too long to the point of feeling that wave is not coming at all. Moving all the traps long distance is quite clunky and not really fun (especially that you need to move both them and the loot at the same time) and it just ended up with long waiting times around the middle-ish.

RNG also can screw you over. Got 2 frost and 3 spike traps at the start and it was trully annoying to try and lure enemies into spikes.

My suggestion is to make corridors less wide or make trap-cluster spots more potent, so trap combos would work better and spike trap would trigger without kiting involved too... maybe ability to select traps too? though that one MIGHT be OP. Also make map itself more balanced in a way how long it takes for mobs to arrive. Minimap would help, but with less area to navigate it won't be as crucial.

Oh and more snoring sounds to dragon please! :)

augmotic 2023-05-04 01:29

Thanks for hanging out in the stream and bringing your game!

Here is a link to the VOD that starts at your section. https://www.twitch.tv/videos/1810812417?t=02h25m25s

dabigduck 2023-05-04 13:22

Great concept, but the map is maybe to big, wich lead to alot of waiting. Nice music and art.

blazerdom 2023-05-04 14:36

Nice work! IMHO the map would be smaller, otherwise there is a lot of running around

brineleaves 2023-05-04 18:01

@jimmymcginger @andreadbx @cheesecube @dexort @batisdark @augmotic @dabigduck @blazerdom Thanks for all the feedback! I definitely agree with everything - especially the map - so I think I'm going to rework on some aspects of the game during the weekend and make a much smaller map to post on itch.io to see if I can elevate the concept. I've been considering either specific spots to teleport to make traversal easier while still keeping the hectic pace but I'm not too sure how much that would trivialize the game. Also - agreed on the lack of variety, I'll try to think of new ideas for towers! The RNG is made worse by the fact that there's only three types, but I don't think I want to completely forgo that idea. We'll keep brainstorming.

Thank you all so much for playing though!! I'm very happy we could reach 20 ratings, I'm very proud considering this was my first ever gamejam :D

brineleaves 2023-05-07 01:18

@hotaloca @sava-tsurkanu @thunderchief @its-capp @austin-sierra @ryan-bonadie @alisher-fazilov @stormforged @hexyvexy @jimmymcginger @andreadbx @cheesecube @dexort @batisdark @augmotic @dabigduck @blazerdom

I actually went ahead and updated the game on Itch! Obviously, the changes are way too significant for this new version to be counted for Ludum Dare (I made sure to specify which version to use for the Jam on the store page, 1.1 is the Ludum Dare version, 1.2 is the new and improved version), but I would still appreciate feedback on the changes I've made if possible; here's the link to the changes. https://anomalous-chicken.itch.io/towers-n-treasure/devlog/527274/12-made-the-game-fun

New version to download should be 1.2 - I'd be happy to receive feedback in the comments of the itch.io page! Thanks again for everything!

cheesecube 2023-05-07 02:25

Wow! Version 1.2 is a lot better! The gameplay is a lot more exciting with the quicker rounds, and the smaller map allowed me to actually explore it without getting completely lost.

ryan-bonadie 2023-05-07 06:36

1.2 is a massive improvement! Simpler routes definitely eliminated the need for a minimap! Everything spawned in the way it was supposed to and I had no hiccups. I was able to beat the game but I still found it challenging and lost a couple of times, which kept me engaged. The spikes feel really useful now and don't lag behind the rest of the trap items. You guys clearly put a lot of effort into improving the game and it shows! Well done! Whatever you are focusing on next, good luck and wish you the best! :)

batisdark 2023-05-07 11:44

Yes, much better :) Now finishing game with no wish to end it way earlier and would love 'endless mode' as well.

Spike traps being bigger helped a ton, maps being smaller and tighter with spots are awesome. Juggling around those spots is no longer painful and looks like balance of what traps are given changed a lot too? Got way more fire traps this time around.

Would personally re-name spawn points to simple south-west-east though, since we only really care about positions relevant to the dragon pathways themselves. We don't really care that hey bend somewhere relative to that after all.

Still wanting sound of snoring dragon though!

stormcat 2023-05-17 11:13

Cute game! The enemies did take a little while to appear for the first wave, but it was a lot of fun looting them for treasures. The art and sound were both very cute as well, particularly the sleeping dragon. A minimap would be a really nice addition, as the north/west/south/east system was cool but the map was a bit too large for it to work perfectly. Overall a cool game! :)