A two-button Tower Defense game made in 4 days for TWO-BUTTON GAME JAM.
Jam Theme: TOWER

https://itch.io/jam/2-buttons-jam-2023

Controls:
Q - hold to stop Mage
W - press to build tower

Towers:
Basic Tower - shoots in 4 orthogonal directions.
Ice Tower - shoots in 4 diagonal directions, slow down enemies a little bit.
Heavy Tower - shoots only up with high damage, bullets go through enemies.

Made using GODOT
Design/Art/Code/Music: Ilya Damyan
Art made using Aseprite
Music made using Bosca Ceoil

StatusReleased
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(4 total ratings)
AuthorIlya Damyan
GenreStrategy
Made withGodot
Tagscastle, Fantasy, Game Jam, Magic, Medieval, Pixel Art, Retro, Tower Defense, two-button
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard

Comments

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(1 edit) (+1)

Great game! I love tower defense games, and there are really neat ideas in this one!

I'd be cool to know beforehand the shooting pattern of towers, though. I did put my heavy tower in a place where it couldn't shoot anyone ^^ (also, blue tower would need a severe boost :)) Well, of course, a jame game cannot be fully polished.

Hope you'll update and expand this promising game!!

PS: Q and W are not the best choice when using 2 buttons, because on AZERTY and QWERTZ keyboards they are not together, but in this case that's not a big deal.

(1 edit)

Thanks! It's my second Game Jam and the first where I manadget to finish a game in time :)

(+1)

the madlad made a tower defense for the two button game jam, that's incredible

Thanks! :)

Deleted 9 hours ago

Thank you for the feedback!
Are you talking about enemies with swords and shields? Could you please give me a screenshot and point out where exactly they stucked?
Thank you for noticing a bug :) sorry for softlicking

Deleted 9 hours ago

Thank you! It will help me

(+1)

Great game! It's one of the most unique tower defense games I've played. My critiques would just be repeating what others have said so I'll talk about the art which I think is pretty well done. The environment has a nice style and the black silhouette-like design of the enemies is a clever way to make them contrast and stand out. I think that it could use more juice/game-feel though such as particles or a shader on the enemies that indicates that they've been struck.

Thank you for a feedback!
I agree with you, that there could be more juice and visual feedback - I just have no time for them to implement

(+1)

I really like the tower placing mechanic! very smart way to get around the tough 2 button limitation! 

the pixel art is great and i love this little wizard dude really fits the game well.

other people have mentioned the wave 1 difficulty, and i agree. maybe this could be solved by just making the enemy hitboxes a little bigger? it was a little frustrating having the bullets thread the needle between two enemies and taking a load of dmg because of it.

Thanks for playing! Yeah, first wave should be easer - this thought will haunt me for a very long time :)

(+1)

Cute little TD. Made it through to the end. Some feedback:

It's not possible to make it through wave 1 without taking a lot of damage, right? I only managed to kill one creep in my best run. This made me restart a bunch thinking there was something I wasn't understanding.

I was surprised when the Heavy Tower shot three bullets up/nw/ne based on its description. Although I guess I didn't have any regrets about how I placed them based on that description.

Hello! Thank you very much for your time and feedback :)

I agree with the criticism of the first wave of enemies - it creates a strange impression at the very beginning of the game and I will take this into account in future projects - thank you!

(+1)(-1)

really fun lil game, cute graphics. there are some things that felt a little clunky though.

sometimes id wait a while for the wizard to move to the position I wanted them in. perhaps a double-tap Q could change the wizards direction.

the waves felt really strong through the whole game. I lost health on every wave and just about managed to finish with a sliver of health left. It did feel like I was cutting it close even with thoughtful tower placement.

I noticed the towers fire on a simple clock. they would often miss enemies because of this. perhaps if they only fired while enemies were in line of sight?

other than that I enjoyed playing through to the end :3

Thank you very much for such detailed feedback!

I'm very glad that you enjoyed the game.

I agree that the game has shortcomings - the balance of enemy waves could be better, the Mage could move faster or be able to change direction - I just didn’t have enough time and ideas for all this.

The towers do fire according to an internal timer - each tower has its own, yes, this causes them to miss - but this was the cheapest method of implementing towers in terms of time.

The fixed pattern and internal timer were easier to make, I wanted to make a game where the player stacks tower effects on top of each other and creates a kind of "bullet hell" to stop enemies.

Thanks again for playing!