Yeah, more agency with the towers was something I wish I had but was constrained by the way I had designed the level early on in the jam and it was too late to change it. Thanks for the feedback!
kelskye
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I keep getting stuck in the 3rd room with two switches in it. There just doesn't seem like enough time to get across before the timer expires and I can't find anything I can interact with. Probably a PEBCAK error...
It's a bit annoying I can't get past because otherwise it looks great and plays rather intuitive
Thanks for playing it, and the good feedback! I'll update the description to make it more explicit.
The cost of the towers was a deliberate thing to try to balance the game. The idea I had for the jam initially was that the power grid would only be able to hold so many towers, so there would be relays like boosters or switches that allowed the power to be diverted. The increasing cost was my compromise in the time frame so that there would actually be a challenge. But even then I worried there would be no real challenge because the tower placement is all by necessity. "What can I turn on at this moment that will help with this wave?"
It maybe was a bit too brutal for a jam though. But with one day to go I was despairing because I had all the pieces in place but there was no player agency at all. Either the player got overwhelmed or built up an overpowered defence and there was no challenge.
Thanks for playing and giving good feedback!
That issue came down to a matter of balancing - either funds accumulated too easily and there was no challenge, or I made it so that the player had to make just-in-time upgrades with the resources to win. In that respect, it's more like a real-time puzzle game than a tower defence game.
This is a really effective presentation. I wasn't sure at first what the gameplay was, but in the end was impressed with the use of maze and puzzle features to make it challenging for the player. The only point where I found myself frustrated was finding that last key, not realising that I needed to solve the colour puzzle twice to find it only after searching everywhere else for it. Nicely done!
Thanks for playing!
The randomness issue is tricky. It was random initially, but it became hard to balance the game when randomness could just overwhelm one side or punish the player for the wrong build through no fault of their own. There were meant to be upgrades (switches, boosters), but they were dropped for time.
There was something hypnotic about this game. Perhaps it's the music being just present enough to add atmosphere without drawing focus. I just can't seem to get the things connected without being fired (I think there is a bug on that, it keeps saying fired on day 1 when it's anywhere from day 7 to 13)
It's a shame the audio didn't work as that would really have helped with the immersion. I really like the interface you have, and the fact that you had different types of enemies with differing health and speed. it all looks really good in 3D!
The one thing that I would say is that it was really easy to make an overpowered defence. Money came too easily and the towers were too cheap.
This was quite enjoyable once I figured out how to play it. The randomness is a good way to keep the game interesting. I liked that the music was there but never felt obtrusive or too repetitive. The main thing I would say is that if you only have one thing that can move, there should be no need to click it, just highlight the next available tiles and save the double click.
The puzzle design is brilliant - clever and challenging that really push the mechanic to its limits and require something of the player! The music and visuals are appropriate without being distracting or overbearing. The main issue I had was with the controls that felt so frustrating at times when I knew what to do and how to do it but lacked the fine control to execute it. Nicely done!
It seems we are of the same mindset. Our team also made a similar platformer with shifting puzzles, but in 3D. We even did the same visual and music trick!
The platformer is challenging, and is set up well. The only frustration I had with the level was the lack of screen checkpoints where when I died I had to go back to the start of the level.
Love the music, feels perfect for a road trip. Gameplay was intuitive, which is always welcome. The modifiers on each location were a nice subtle gameplay shift. The exercise did start feeling repetitive towards the end of the 5 minutes, but I assume variation is the kind of thing you could add if you wanted to expand this game out.
The commitment to a GameBoy style graphics and sound is really consistent. The traits system was interesting as a modifier to the TD game.The needing to grow plants before they can be planted was also a cool little twist. One note: the score is broken, it kept flicking between a positive score and a negative one.
The dungeon procedural generation is really impressive to implement. The implementation was clean and was fairly easy to navigate around. In terms of gameplay, it would have been cool if the level automatically finished when you found all the rooms. The combat felt a bit clunky and sound could have really helped.
The way the audio built up as the tempo built up was a really nice touch. Making the player learn the rules by trial and error is an audacious choice for a jam - I like it! A really cool and innovative effort.
I'm not sure if there was a bug or something (or if it just ran slow on my ancient machine) but I found when I got to 185 the game just froze then jumped to slightly over 200 and said I'd stayed in the same column too long.
The sprawling levels is quite cool. Getting the maze-like feel without it being tedious or too challenging is difficult. As soon as I figured out Q is shoot it, it was a lot better experience. Well done!
BTW there was a bug with firefox where the game went larger than the fullscreen and couldn't be adjusted.






