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.
This was a really fun and unique TD game! Others have already pointed out why, so I won't repeat it, but I'd like to mention that on my first playthrough I got softlocked because the little enemies got stuck in a blind spot where they didn't move and nothing could hit them
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
Hey, sorry for not replying sooner, I didn't notice your reply until now. I didn't take a screenshot of it at the time (although I totally should have, sorry!), so I had to edit together roughly what it looked like just to give you an idea, the enemies kept walking straight to the right, not following the path and there were no towers which could damage them, resulting in a soft lock I couldn't paste my recreation into the comment itself, so here is an external link to it. Hope this helps!
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.
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.
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!
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
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.
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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.
Thanks! It's my second Game Jam and the first where I manadget to finish a game in time :)
the madlad made a tower defense for the two button game jam, that's incredible
Thanks! :)
This was a really fun and unique TD game! Others have already pointed out why, so I won't repeat it, but I'd like to mention that on my first playthrough I got softlocked because the little enemies got stuck in a blind spot where they didn't move and nothing could hit them
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
Hey, sorry for not replying sooner, I didn't notice your reply until now. I didn't take a screenshot of it at the time (although I totally should have, sorry!), so I had to edit together roughly what it looked like just to give you an idea, the enemies kept walking straight to the right, not following the path and there were no towers which could damage them, resulting in a soft lock
I couldn't paste my recreation into the comment itself, so here
is an external link to it. Hope this helps!
Thank you! It will help me
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
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 :)
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!
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!