FoonLudum Dare ExplorerLD55 → Veggie Attack

Veggie Attack

By epb9000

View on ldjam.com

CategoryRankScoreCount
Overall2533.1525
Fun2752.9525
Innovation3382.4125
Theme2823.0225
Graphics2243.1925
Audio2082.9724

Comments

epb9000 2024-04-15 01:40

(Binaries coming soon.)

impalpable 2024-04-15 09:27

Cute tower defense, would have been awesome to have more levels but I had fun!

daandruff 2024-04-16 16:12

Nice little tower defense game. Would've loved to see a bit more different enemy types and units. But everything seems to work as intended which is an achievement in itself! Good work!

epb9000 2024-04-16 16:26

@daandruff I had so many plans, but I couldn't take time off work to do a jam entry. Having some else confirm it justifies the dissatisfaction I felt. I feel vindicated. I need to implement finite state machines to cut down code cycle time. The code here is a mess of interconnected signals.

@impalpable and @daandruff : How was the difficulty? I was aiming for 'tricky enough to need to pay attention, but not so overwhelming as to be frustrating' did I reach that mark?

impalpable 2024-04-16 17:00

Hey, the difficulty was good, but on the easier side I'd say - which I don't mind, especially for a first level - depends on what your aiming for!

flaterectomy 2024-04-16 17:12

You have solid tower defense basics, it's unfortunate you didn't have the time to flesh it out further. I played all three levels, and while things got pretty crowded on the third level nothing came through to the castle.

Pretty cute art, and the upbeat music probably did the most work in conveying a sense of urgency.

rcxa 2024-04-16 23:07

I liked the graphics and audio. I agree that it would be nice to see more enemy and unit types but it's understandable with the time limitations. That said, what did make it into the game was executed well. I also liked that it really took a combination of unit types to be effective. One QoL suggestion would be to keep your last selected unit after a spawn. Sometimes I needed to spawn a bunch of void mages to reinforce a path and reselecting the unit made it a little hectic lol. Overall, great job!

denvil 2024-04-17 17:47

Solid start for tower defence. One thing that bugged me was placing mages from UX standpoint. Asking everytime if you are sure to place was quite jarring. You could just show outline of the mage and allow clicking to place them. This would not stop the game play for extra clicks. Otherwise solid entry.

sver 2024-04-17 20:47

Really nice tower-defense game, sweet graphics and sound. Had a ton of fun playing (lacking skill, though... the vegetables destroyed my candy castle) ;)

epb9000 2024-04-18 01:48

@denvil Ah, indeed. That was an intended to facilitate previewing range for touch screen users. (Who wouldn't have a MouseMotion event to visually show the range.)

Hmm... I suppose what I could do is preview on mouse move or a sufficiently continuous drag and only prompt if such a move event wasn't detected. I'll be adding to my post-jam release TODO list.

candlesan 2024-04-18 06:19

Cute little tower defence game!

bewelge 2024-04-18 17:00

Very cute entry! Well done! Won by spamming only void mages :D

brainbetter 2024-04-21 01:17

I'm really glad I played this! The art was cute and the music had a nice upbeat energy.

But I'm particularly glad because some of the mechanics didn't quite "work" for me. Having the mage/towers have a fixed finite lifespan made it hard to do much forward planning, and ended up feeling like I should just place towers wherever the enemies were at this precise moment, since otherwise I'd be wasting summoning power.

That's not something I would have intuitively realized if I hadn't played this! Sometimes the best experiments are the ones that don't quite pan out, and I'm really glad you tried this out.

epb9000 2024-04-21 17:22

@brainbetter Ah, 'forward planning' - that is what it was missing. I don't like the buy and wait loop though because it's tedious. Just placing them in a panic isn't terribly engaging either, but I couldn't put my finger on why.

What might make more sense is a pool of energy that is drawn from and a longer sustain time for each unit so they can be placed strategically in advance of a wave, but still apply time pressure. Will require some re-balancing, though the nice thing about post-jam is I'll have time to do it. :laughing:

brainbetter 2024-04-21 22:00

@epb9000 Yeah - maybe if the units clocks don't tick down when they aren't actively firing at an enemy, so there's a bit more room to plan, but you still can't build "permanent" defenses. It was really interesting, and I'm glad you tried it!

ecenizo 2024-04-22 14:44

A nice tower defense. There is a really interesting design decision there: the cooldown starts after you place the tower and affects all towers: Meaning its more convenient to drop the powerful towers BEFOREHAND. Enjoyed it very much.

lonelygamedev 2024-04-23 05:26

Was quite surprised by this one. One thing that caught me off guard was how it was actually kinda difficult. alot of jam games i play are always kinda easy but this one I actually died on the later levels. Another thing I wanna say is the artstyle. well it's not bad but it's definitely just not to my taste. I did quite like the perspective. I enjoy RCT games so seeing a game in isometric brings joy to me sense it's kinda rare

Few gameplay suggestions: Instead of a button to confirm the placement of a wizard. maybe just create a drag and drop thing. then if you want to change the position of a wizard you can with the cost of it's lifespan. makes placing less annoying and smoother while disencouraging constant repositioning

There's also the obivious "add more enemies and units" but i do also understand that those take the most time

So quite a enjoyable experience

bloodbane 2024-04-24 12:00

Nice short TD game. Never thought that void mage is more useful than fire mage, but I did survive 2nd level with only fire mage though. My only complaint is that there's no need to ask for confirmation on mage placement. The time taken to confirm is best spent on summoning or waiting for summon meter to refill.

themixedmaster 2024-04-28 23:11

I'm surprised this is somehow the only jam submission I've seen so far of a tower defense game. I feel like tower defense could fit perfectly with the theme. The game was nice, but there could be a bit more variety in the enemies or the towers. The cooldown system doesn't feel too strategic. There would be more pressure to strategize if units costed a currency to place and you get the currency over time or you get it from killing enemies. I liked the art and animation. The lettuces walking was a bit janky but i think can be fixed easily if you make each step the same number of frames.

flightless 2024-04-30 19:10

Cute game! :smile: Impressive that you have language and sound settings!