Very Interesting. I am always a sucker for TD games, but that aside it was well made and has some nice polish. Would be nice to have a little more power in your clicks. other than that, great job!
Nice, relaxing game (at least for a little while in the beginning :D) pleasing graphics and music. Great fun and interesting concept, what's more to add? :)
@generalanimal@hypp@erikkire@synadiome@vanleiden@arimie@naruvan@fashionbatman and @every_one_else Thx. @anderssonkev I suppose you just got a lucky seed 😉. @lukein Well, we all did our best, I just like to remind people how awesome they are. @nisanick@aqws3@chambre19@tomasmunro Well, the clicks were meant to be weak, however, I run out of time to properly balance the game, my bad! @drunk-wizard A decent balance, enemy/tower diversity, random encounters, proper music, and decent menu, however, game jams don't work this way ðŸ˜. @somogy Thx mat, coming up with random "stupid shit" was always one of my "talents". Hope you find some inspiration in my game.
@chrisdugne Well, I added clicking for the sake of impact because I run out of time to properly balance the game, so yeah, its more like a cruth than a need. @velvetlobster The music was randomly generated so I don't take much credit for it. The color palette was generated too, but I chose how to use it properly. Now here we are, in the huge gap between random and random-calibrated.
Nice idea, perfectly fits the theme. It's fast, controls well, and I had fun playing a few games. Maybe there could be a stronger emphasis on the tactics (like I can destroy trees that are targeted to redirect enemies and get wood). Ideal length for LD too, overall a really good job. Only thing I didn't like was the music (sound was fine) :)
@rplnt@anna-karpova Thx. As I said above in other comments, music suck because it's totally random generated, balance suck because I run out of time (and this actually piss me off, the game could be much better if the idea went up earlier.)
Very nice presentation. I know you generated the colors and music, but the use of the generator tool is still to your credit, because the result felt harmonious. The only feedback I have here is that maybe fire could be red, I did not understand it was fire until the end when the text told me so.
I struggled a little bit with the first moments of the experience. There was a lot of instruction on the screen for me to memorize before playing.
Once I understood, I swiftly got wrecked. It's quite a tough game.
The balance felt like this: tower prices go up while tree count goes down, so I cannot build much; meanwhile enemy count increases. The good part about this is that it drives the game away from stasis and moves toward conclusion.
But it was difficult to feel agency. Since enemies fly about and don't follow paths, the usual strategic importance of where to place towers was not something I felt.
The most interesting part of the strategy was the ability to sacrifice the long-term income for a short-term resource boost by chopping down your own trees. I played a game where I chopped down a lot of my own trees right at the start to build many towers, and I had a firm control through the early game, maybe up to 60-70 seconds, where almost nothing was on fire.
But eventually my towers got so expensive and the enemy so numerous that I was still overrun and I got to maybe 130 seconds before losing.
So great presentation, and enough strategic elements at play that I felt intrigued to tinker and try a few different things, which is a great start. With a bit more time to adjust the balance you might have found a really nice sweet spot!
@pkenney Thank you for your detailed review, I know how much effort it takes to genuinely make one of those.
I don't take credit on music/sound but I DO take credit on graphic because it made all by myself (with a generated pallet of my taste).
The game doesn't have a proper tutorial (a sad game jam reality when you waste too much time on dreaming lands). Also, it lacks balance and diversity, in rest, I find making it very satisfying.
And who knows, maybe I'll end up making an extended, post LD version of it for the sake of my own entertainment/experience. I'll see after the result.
@johnnysix Thx. I deliberately restrained myself to 5-6 colors. I choose this orange/brown and stick to it for the whole game, the exception being menu and text.
Comments30
Love it !
@anderssonkev I suppose you just got a lucky seed 😉.
@lukein Well, we all did our best, I just like to remind people how awesome they are.
@nisanick @aqws3 @chambre19 @tomasmunro Well, the clicks were meant to be weak, however, I run out of time to properly balance the game, my bad!
@drunk-wizard A decent balance, enemy/tower diversity, random encounters, proper music, and decent menu, however, game jams don't work this way ðŸ˜.
@somogy Thx mat, coming up with random "stupid shit" was always one of my "talents". Hope you find some inspiration in my game.
I'd prefer a classical tower update than clicking though
@velvetlobster The music was randomly generated so I don't take much credit for it. The color palette was generated too, but I chose how to use it properly. Now here we are, in the huge gap between random and random-calibrated.
Ideal length for LD too, overall a really good job. Only thing I didn't like was the music (sound was fine) :)
I struggled a little bit with the first moments of the experience. There was a lot of instruction on the screen for me to memorize before playing.
Once I understood, I swiftly got wrecked. It's quite a tough game.
The balance felt like this: tower prices go up while tree count goes down, so I cannot build much; meanwhile enemy count increases. The good part about this is that it drives the game away from stasis and moves toward conclusion.
But it was difficult to feel agency. Since enemies fly about and don't follow paths, the usual strategic importance of where to place towers was not something I felt.
The most interesting part of the strategy was the ability to sacrifice the long-term income for a short-term resource boost by chopping down your own trees. I played a game where I chopped down a lot of my own trees right at the start to build many towers, and I had a firm control through the early game, maybe up to 60-70 seconds, where almost nothing was on fire.
But eventually my towers got so expensive and the enemy so numerous that I was still overrun and I got to maybe 130 seconds before losing.
So great presentation, and enough strategic elements at play that I felt intrigued to tinker and try a few different things, which is a great start. With a bit more time to adjust the balance you might have found a really nice sweet spot!
I don't take credit on music/sound but I DO take credit on graphic because it made all by myself (with a generated pallet of my taste).
The game doesn't have a proper tutorial (a sad game jam reality when you waste too much time on dreaming lands). Also, it lacks balance and diversity, in rest, I find making it very satisfying.
And who knows, maybe I'll end up making an extended, post LD version of it for the sake of my own entertainment/experience. I'll see after the result.
Have a good fortune with your own creations.