Summoning Tower
Hello! This is actually our first game jam ever, and we're excited with what we did manage to whip up!
I promise I will get the web version working soon :cry:
- LMB to attack
- Hold CTRL to open "Summon" menu
- Once summon menu is open, enter arrow key combinations (with WASD) to summon a tower (only if you have the souls to pay, naturally)
- Press TAB to optionally skip wave delay (when prompted)
- ESC to pause game
- Fixed player sliding on victory screen
- Can no longer win after already losing
- Fixed summon arrows being pressed while menu was closed
- Reduced soul drop chance on small enemies (100% to 75%)
- Increased range of fireball tower by ~20%
- Reduced difficulty of level 4 - wave 4
- Boss rebalanced (slightly slower + deflected fireball damage increase)
- Lose the game if boss gets through
- Particle trail added to projectiles
- Art - ninjabattler + Julian
- The rock sprite - https://www.instagram.com/yeouseong_/
- Music - https://soundcloud.com/yeouseong
I promise I will get the web version working soon :cry:
Controls:
- WASD to move- LMB to attack
- Hold CTRL to open "Summon" menu
- Once summon menu is open, enter arrow key combinations (with WASD) to summon a tower (only if you have the souls to pay, naturally)
- Press TAB to optionally skip wave delay (when prompted)
- ESC to pause game
Check out the additional download "SummoningTowerDay1Patch.zip"
(or grab the original "LD55.zip", both contain only a build for windows)Fixes:
- Moved environmental assets off of path in level 2- Fixed player sliding on victory screen
- Can no longer win after already losing
- Fixed summon arrows being pressed while menu was closed
Rebalancing:
- You now start each level with some souls- Reduced soul drop chance on small enemies (100% to 75%)
- Increased range of fireball tower by ~20%
- Reduced difficulty of level 4 - wave 4
- Boss rebalanced (slightly slower + deflected fireball damage increase)
- Lose the game if boss gets through
Improvements:
- Made souls have a lifespan and fade before disappearing- Particle trail added to projectiles
Credits:
- Programming - ninjabattler + Julian- Art - ninjabattler + Julian
- The rock sprite - https://www.instagram.com/yeouseong_/
- Music - https://soundcloud.com/yeouseong

Comments20
Good job for your first game jam. Congratulations.
Kinda the same thing with the HP bar, I assumed it was my player's HP since it dropped when the "deflector" enemy popped up, but then I didn't lose any when enemies passed? No clue about that.
Like others said it was possible to beat the game with just the base units, but it was fun nonetheless! gg
Btw very nice game for a first game jam! :D
One thing that bothered me was the disappearing souls. This is not a good mechanic for these types of games in my opinion because it makes it difficult or impossible to balance properly since you can never know how prepared the player will be in later stages. If you miss a few souls in early rounds it could make it impossible to win in later ones which would end up feeling unfair. You lost after all the effort you put because you didn't have time to pick up a few souls on the opposite side of the track. To be fair though, I lost in level 2 and it wasn't for this reason so this opinion is more theoretical and based on my experience in other tower defense games.
It wasn't exactly clear where I could summon towers on the map. I figured it out later but I think the player could use a clearer indicator of where the towers can go and like a radius showing how far from another tower they can be placed.
I really liked the summoning mechanic, I can already see how hectic it could get if you had many tower types and you had to learn and execute the combos as the time is winding down.
On windows there was an issue where the cursor wouldn't lock to the game unless I did alt+enter to fullscreen which fixed the cursor but didn't full screen the game.
Also, I might be wrong about this but I think having an aiming mechanic for melee attacks is pointless and frustrating as it can get difficult to aim your very short range melee attacks when near a group of enemies. At least in this case where the enemies are just moving on a fixed track, it seems unnecessary to have to aim at them.